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groomsh

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Everything posted by groomsh

  1. It would be cool, if server could send also quest ID (given it exists ) And also, if you have a quest active, then also NPC dialog(s) could contain the quest ID. With this information, client side quest log could be structured the way people want it - list of started/finished quests and when you expand a quest entry, all related dialogs could be listed.
  2. new EL forums theme

    Ah kk, not a big deal anyway
  3. new EL forums theme

    Great to have it back Just two small things: 1. White on the light brown is not quite good readable Example: Topic starter and creation date in topic listings 2. Dark grey (or what color it is) on dark brown is not good readable Example: Text "(xx member(s) have cast votes)" in polls Edit: removed colored examples, as these were not displayed ok,
  4. Would you continue to play after a complete wipe of all players ? Only player names and passwords would be kept, so you (and all others) would lose attributes/levels/items/gc - everything and start as a new freshly created char. Edit: I voted last option Edit 2: DISCLAIMER: 1. This is not an idea, nor a suggestion - hence it's in "general chat" and not in "suggestions" forum. 2. This topic was not inspired by any channel 6 discussion or any other discussion in game. 3. One and ONLY purpose and outcome of this topic and poll is just my own curiosity what other people would do.
  5. Are you a hardcore player ? :)

    I've added this disclaimer to my first post: DISCLAIMER: 1. This is not and idea, nor a suggestion - hence it's in "general chat" and not in "suggestions" forum. 2. This topic was not inspired by any channel 6 discussion or any other discussion in game. 3. One and ONLY purpose and outcome of this topic and poll is just my own curiosity what other people would do. because people are trying to find some reasoning why i created it. So once again, I am just curious what other people would do. It's not about if/why/how/etc it would be done, so please don't try to find any hidden reasons/intentions - there are none (just my own curiosity)
  6. Are you a hardcore player ? :)

    I'm just curious what other people think, no big deal
  7. Are you a hardcore player ? :)

    Question was not about if/how it will happen, but rather if you would continue or not - simple as that
  8. Economy Idea

    I said that buying game items from EL-shop does not affect the price of in-game items (at least not getting the prices up). It is the gc market that drives prices up. So yes, RL $$ have ill effects on EL economy, but it's not the $$ spent on EL-shop items, it's $$ spent on gc. I don't see how items bought from EL-shop could dribe prices up ? If you get more rare items into game, it's price would fall (because they would not be that rare anymore), don't you agree ? It's the people who buy gc who are willing to pay more then casual gamer (because bought gc are easy earned in means of game play). And of course bot owners see that people are willing to pay more, so they just rise the prices. What can a casual gamer do ? He either forgets it or pays that price ...
  9. Economy Idea

    @ChrisC & evilmangopie: have you actually read the rest of my response, or just selectively the first (quoted) sentence ? If yes, could you please elaborate on your response ?
  10. Economy Idea

    Sorry but selling in-game items for RL $$ has nothing to do with price of in-game items. To be able to sell bindings etc for high gc amounts, players (buyers) need to HAVE such amounts of gc. So you need to look at ways how gc enter the game. Those players who buy gc for $$, are then willing to pay way more then casual player, pushing the prices even higher. When you buy something from shop, you don't get gc, you get ingame items and THEN trade them for gc. It is the farmers who "create" huge amounts of gc, simply for the purpose of selling them. So the starting point would be to look from where farmers get gc so easy, that they are willing to raise the selling rate to current status (i think it's around 19kgc/$$) ... Let's say a farmer does WTF every 4 days -> 7x per month with an average of 200k share, he earns 1.4Mgc for actively playing 21 hours By just doing this a farmer can earn ~70$$ (for playing 3 hours every 4 days) ... Then he can of course afk harvest some harvestables and sell them, do Pro instances, "harvest ACWs", and so on ... i guess you got my point...
  11. Server Rollback

    You still have to work your butt off and spend hours of playin ... But as in all other games (where the player population exceeds some point and it becomes feasible), there are individuals who sell characters and/or ingame money for real cash. If you work hard and actually play the game, you don't need to buy a char and/or gc.
  12. Global Quest FAQ

    I am trying to make a special potion. I need 10000 Gypsum of which I have 696, 1200 Amber and I have 687, 3 Pear of which I already have 3, and finally, 7 Grapes of which I already have 7.
  13. Economy Idea

    On this point i don't agree with you. Selling high is possible only because the rate of gc<-->$$ is rising and as i said before, it's because there are ways to get fast gc ... So with lots of gc on hand, gc sellers are trying to get the sale and push the ratio even higher what in turn means, that people who buy from shop set higher prices. And because the demand for some items is a LOT higher then the supply, they dictate the prices (because lot more of these items come into the game from shop compared to the ones that are found)...
  14. Economy Idea

    If you'll not be able to buy items like rostogol stones, binding stones, enrichments stones etc from shop, the price of them will rocket jump to the sky. And together with them, the price of all affected items. It's that simple. The true problem is that too much gc come into the game. As i said, if you get lot of gc in short time, you have no problem spend more. As to the "black market" ... this is not about shop items, black market is about selling gc which were farmed just for that purpose - by doing WTF instances, selling harvestables etc to get gc and then move this gc to other player for free (in means of ingame items).
  15. Economy Idea

    I think bots, are not the problem itself. It's the people who run them AND i need to say not all of the bot owners are like this. This situation is caused by people who re-sell items. I am a bot owner too, and i was selling HEs for 7.8gc for a looooong time. All of them were made by myself (i stocked the bot with ~3k HEs per day). But when i realized that my bot was used just for some greedy ***** who bought all of them to stock his own bot, i stopped making and selling them. However other people just rised the price to make it not profitable to other bot owners. But then when a shortage of a certain item came, they just pushed the price up and the same scenario repeated. Same scenario happened with rostos and hydro bars. Part of the problem is WTF instance. 5 people doing it every 4 days, means ~300kgc income for 3 hours of game play for each member of that instance and of course there are more then 1 teams. With easy gc, people are willing to pay way more then the usual prices. So, yes ... bots might be part of the problem, but i don't think that your suggestion will solve the problem.
  16. Looks like a good idea, however i guess it would be spoilt by people who like to make gc by selling shop items. I can imagine that rangers would stock up with the tickets making the shop-only-ticket arena crowded too.
  17. Invance Time

    Maybe a string sent back to the client when you first time enter an invance would be enough. Then you could check the chat_log.txt ... Something like: You entered 100-120 invance. Good luck!
  18. God Please save PK - Engineering Only

    Little bit different approach: Laying bombs/trops/etc would not be instant. The time needed for it, would depend on your engineering level AND your armor (taken from #arm) command. (Really can't imagine doing very fine mechanic work in plate armor with iron gauntlets, sword in one hand and shield in another one ) So, the chance to fail planting an engineering item would be lowered by armor and engineering level where base would be the recommended level for item you're trying to use. Now if your oponent scores a critical hit (and you take damage) while you're in process of planting a bomb, you'll fail automaticaly. And as with mixing, there would be 1/3 chance of critical fail - you (and only you) would get 1%-100% damage. Example formula: success_rate = (100 / (recommended_level * 2) * eng_level) - armor Player with eng.30 and with worn armor with total bonus 20, trying to use large land mine (rec.level 42) success_rate = (100 / (42 * 2) * 30) - 20 = 35.74 - 20 ~= 16% chance to succeed Player with eng.80 and same armor as before: success_rate = (100 / (42 * 2) * 80) - 20 = 95.23 - 20 ~= 75% chance to succeed Edit: The final number would have to be adjusted to stay in 10%-99% range.
  19. God Please save PK

    Heh, do you know a manuaer who makes the swords just to get a special ? That's history for quite some time now.
  20. God Please save PK

    Exactly! (Oh you forgot the lured players )
  21. God Please save PK

    Sorry, but this clearly shows, that you don't want to change PK to be good for all, but rather to be it good for yourself.
  22. God Please save PK

    It would really help if somebody could post concrete examples of what should be tweaked and how. There have been numerous topics about PK with very small results and i think that mostly because there were no concrete examples given. Maybe if people could come with good balanced tweaks, it would have higher chance being considered. I mean, try to put together numbers and examples backed up with some reasoning. Something like (this is just a wild guess, so don't shoot me): Change the probability of successful spell invocation based on worn armor (that stat shown using #arm command): Spell casting success: healing spells = current_probability - (armor / 3) buff spells = current_probability - (armor / 2) damage spells = current_probability - armor Spell: Magic Immunity (30% - 95%) MI = 30 + ((2 ^ magic_nexus) / 10) + ((((1 + 1 / magic_level)^magic_level) * magic_level) / 10) MI = MIN(95, MI) So it would be computed from 3 parts: 30% basic immunity 0% to 25% based on magic nexus (counted up to 8 magic nexus) 0% to 40% based on magic level (level 1-5: 0%, level 10: 2%, level 30: 8%, level 60: 16%, level 90: 24%, level 120: 32%, level 160: 43%) Of course most of the other spells would need to be tweaked. Also "mage items" would need to provide negative bonus to accuracy and damage.
  23. God Please save PK

    Well if you want to revive PK, you need new people start PKing. Oh and i don't say you should grind to be able to PK, quite the opposite - but atm it's not possible because of people with ego problems.
  24. God Please save PK

    I think a big problem (and not easily solvable) is character sales ... somebody trains a char, sells it and somebody else trains it again without all that grind needed to get to the point he bought the char. These people (not all but most of them) get bored very fast and start to have attitude/ego problems and must kill everything that moves around. This in my opinion ruins PK. I've never been a PKer, but i used to watch fights in KF. Strong people did not attack weak and unarmed players, but now PK is just full of ego boosters. So why would anybody want to start PKing when he/she gets slayed by sold chars in no time ?
  25. Expensive dragons

    Learning the dragon to spit fire, possibly making area damage would be a nice boost Maybe also making it possible to trade with the dragon (in the way that it would only accept the items and it would never drop them) so you could stock it with potions and point defense.
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