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groomsh

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Posts posted by groomsh


  1. Donated rest of amber...

    Current status:

     

    I am trying to make a special potion. I need 200 Ice Dragon Scale of

    which I have 8, 1200 Amber and I have 1200, 3 Pear of which I already

    have 1, and finally, 25 Orange of which I already have 25.


  2. If EL was to levy a charge for that reassignment, I guess it rather begs the question as to why anyone would ever want to register an ip in the first place.

    Yeah, but how would you "control" this ?

    That fee, would just be added to the char price, no big deal for the buyers/sellers. If i was about to sell a char, i'd pay the IP re-assignment fee and just continue like it's done now.

    It's not possible to check the reasoning why i want to change my assigned IP address(es). I can imagine zillion valid situations...

    Also, a static IP address is really not that common as you would think.


  3. Hmm i compiled the latest client (on Xubuntu 11.10 64b) but it segfaults on startup ...

    I forgot to copy the shaders folder from the checked out directory ...

    Works now :icon13:

     

    So after a minute or two it crashed ... I was just sitting in evtr and harvesting shrooms. The harvesting effect did not work tho ...

    This is the stacktrace from the crash:

    (gdb) run lrnr-main
    Starting program: /Downloads/elclient/debug/el_client lrnr-main
    [Thread debugging using libthread_db enabled]
    [New Thread 0x7fffefe4e700 (LWP 2951)]
    [New Thread 0x7fffef64d700 (LWP 2952)]
    [New Thread 0x7fffeee4c700 (LWP 2953)]
    [New Thread 0x7fffee64b700 (LWP 2954)]
    [New Thread 0x7fffed618700 (LWP 2955)]
    [Thread 0x7fffee64b700 (LWP 2954) exited]
    [New Thread 0x7fffee64b700 (LWP 2956)]
    [Thread 0x7fffee64b700 (LWP 2956) exited]
    [New Thread 0x7fffee64b700 (LWP 2957)]
    [Thread 0x7fffee64b700 (LWP 2957) exited]
    terminate called after throwing an instance of 'eternal_lands::OpenGlException'
     what():  std::exception
    
    Program received signal SIGABRT, Aborted.
    0x00007ffff500e3a5 in raise () from /lib/x86_64-linux-gnu/libc.so.6
    (gdb) bt
    #0  0x00007ffff500e3a5 in raise () from /lib/x86_64-linux-gnu/libc.so.6
    #1  0x00007ffff5011b0b in abort () from /lib/x86_64-linux-gnu/libc.so.6
    #2  0x00007ffff56b6d7d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #3  0x00007ffff56b4f26 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #4  0x00007ffff56b4f53 in std::terminate() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #5  0x00007ffff56b504e in __cxa_throw () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
    #6  0x0000000000b7f5d1 in eternal_lands::HardwareBuffer::set_size (this=0xbb94660, type=eternal_lands::hbt_vertex, size=28800, usage=eternal_lands::hbut_dynamic_draw)
       at /Downloads/elclient/elc/engine/hardwarebuffer.cpp:33
    #7  0x0000000000b0647f in ec::Effect::build_particle_buffer (this=0xbb945e0, time_diff=22622) at /Downloads/elclient/elc/eye_candy/eye_candy.cpp:252
    #8  0x0000000000b13629 in ec::EyeCandy::idle (this=0x1111300) at /Downloads/elclient/elc/eye_candy/eye_candy.cpp:2757
    #9  0x0000000000928791 in ec_idle () at /Downloads/elclient/elc/eye_candy_wrapper.cpp:480
    #10 0x0000000000a48f8c in display_console_handler (win=0x2758800) at /Downloads/elclient/elc/consolewin.c:105
    #11 0x0000000000a966a2 in draw_window (win=0x2758800) at /Downloads/elclient/elc/elwindows.c:1253
    #12 0x0000000000a96f81 in display_window (win_id=2) at /Downloads/elclient/elc/elwindows.c:1438
    #13 0x0000000000a93717 in display_windows (level=1) at /Downloads/elclient/elc/elwindows.c:78
    #14 0x0000000000a0f330 in draw_scene () at /Downloads/elclient/elc/draw_scene.c:129
    #15 0x0000000000a3e16f in start_rendering () at /Downloads/elclient/elc/main.c:212
    #16 0x0000000000a3ea34 in main (argc=2, argv=0x7fffffffe198) at /Downloads/elclient/elc/main.c:441
    (gdb) 
    
    


  4. I think, this invance is easy because of the large number of fighters/rangers.

    I tend to disagree. I really don't remember a situation when we had to fight to keep the gate safe.

    Thing is, that the fluff wave which is closest to gate, is killed VERY fast. Not a single fluff makes it to the gate, so the other mobs don't make it too far till people clear the are around the fort.

    Every 80-100 invance i was part of (even the first ones, when there was like 12-15 people) was more like a hunt. It was clear from the beginning that it will be just a matter of how fast we chase and kill the mobs.

     

    PS: and if the number of mobs that spawns (except bosses) would be proportional to the number of players ?

    Yeah that could work, but i guess it's more work then just tweak some spawns and maybe add some more ;)


  5. Hi,

     

    i would like to suggest to make the 80-100 invance harder.

    It was never a problem to do this invance and i really cannot remember when it took more then 20 minutes to finish.

    Currently when the fluff wave spawns, it is wiped out in a moment. People (me too) wait on the spawn point and simply slaughter them all.

    Same happens to feros/fluff/lions spawned on the north-west side. Basically this invance is nothing like "defend the fort", it's like hunt and kill anything that moves.

    These few yetis are really not a challenge at all.

     

    I'd suggest to add ~5 cockatrices somewhere between the two storage entrances and also maybe like 3 giants around the port. Maybe move the MCW spawn a lot closer to the fluff spawn or even mix them together and add like 5 more yetis.

     

    Invances are supposed to be a challange, I personally like the situations when you have to protect the fort entrance and all people fight to keep the monsters away, like it usually happens in 100-120 invance.


  6. I don't get it

     

    cuz price of a sword dropped below the manufacturing cost you want change the manufacture formula so it could be made cheaper ?!?!? why don't you make iron sword and say it's tit long lol

     

    marketing is pretty easy

    IF there's more items than needed price will dropp even below manufacture cost

    IF there's only 1 item and 500 people WANT/NEED that item price will be so big that the reachest person could aford it maybe even get a loan from other players to repay them later

    IF there's too many items and manufacture cost is 10k and there's simply no use for it cost of that item is 0

     

    and it's up to you if you want to make that item or not

     

    future marketing is little different and harder

    IF there may be of use for taht item price will go up much more than needed

    IF there may other items be much better than this (item 1) and there's alot of (item 1) prices will dropp drastically so it could be sold before the price drops nearly to 0

     

    I hope you understand why you shouldn't mess with manufacturing prices too much espacelly just because of marketing

     

    What you say is nice - in theory :P

    Price of this item is so low, because it's a common drop item. The formula to create titanium long was made way back when it was one of the best weapons in game and when EFEs had not much use.

    With current prices of EFEs (which will not drop anytime soon, if ever) and the "usability" of titanium long sword compared to other weapons, the formula is very outdated.

    This is the same as why there is another formula for EMPs ... Back in the days when nobody needed that much mana and when stones were not used in large quantities in producing armors and weapons, it was not a problem...


  7. I would like to see something like this, but I always thought the right way to do it would be a #day of +1 nexus. So all your nexus levels are only increased by 1 for the day. That doesn't open the door to huge abuse or mixing issues like a no-nexus #day would, but would provide a nice little increase.

    There would have to be a #day of -1 nexus without the possibility to remove it to make it balanced.


  8. This reminds me on grouping implemented in all MUDs :)

    Where one is a group leader and all who follow him are followers ... If group leader attacks somebody, all followers auto-attack etc.

    However it would need a lot of thinking and tweaking to stop macro-ers abusing this.

    Overall i like this idea :icon13:


  9. Got myself an Android phone now too, just let me know if i can help.

    Well i am trying to compile the client for android (native)... so far i have been able to compile ~1/3 of needed libraries... will post updates if i get somewhere ;)

    Only problem is that i am busy like hell IRL :closedeyes: and it's quite time consuming ;)


  10. Very nice, pretty good quality too.

    I find 2 things a bit disturbing tho:

    1. no mass scenes (like from invasions/instances/invances)

    2. in all (or most) scenes you're rotating it the whole time

    Other than that, it's cool ;)


  11. So how about this: let the enhanced medallion work similar way like the iron stuff, price of upgrade is not so horrible (can imagine use of another precious bar than seridium like dvarium or tin) and enhanced medallion will degrade into normal one when it suppose to be broken. Keep the AP recommended amount for medallion use and also add some points draining on events.

    This is a very good idea, i like it! :icon13:


  12. Well, there must be a downside to make it balanced... ;)

    The down-side is that you don't have action points available for anything else because either you have to keep them maxed (#1) or because you're always using them up (#2). And that "price" will get even higher when (if) action points are used for more things in the future. A harvester using these enhanced meds are basically locked-out of anything else that uses action points.

     

    Seems like a reasonable balance to me.

    First of all, it's your choice to use and when to use it.

    You don't have to take a rosto into PK areas, you can use cheaper equipment.

     

    Also, what you describe here, is the situation if you're harvesting a lot, what means you're not doing anything else, so no need to worry about being without APs.

    Your argument is the same like saying this to a fighter: don't wear the enhanced medallions into an instance, you will be locked-out of anything else that uses action points just to kill the boss monsters easier.

     

    I can see that it might not fit the playing style of all, however that does not mean it's useless.

    Believe me, i harvest a LOT and would gladly use all my action points with this medallion...


  13. As the title says, i suggest an "Enhanced Harvester Medallion".

    I'll leave the ingredients up to you, but it could work like this:

     

    1.) If you encounter an event that would break the medallion, it tries to subtract your MAX actions points.

    If you don't have enough, it will break.

     

    2.) Every harvesting event you get, decreases your action points. If you get to 0, next harvesting event destroys your medallion.

     

    Edit: it's meant as one or the other, not both of course ;)


  14. Does anybody know the status of implementing something like an instance for mixers?

     

    Just curious....

    I was trying to get a map maker to create the map we need for it (it's a prerequisite that Radu mentioned earlier in this topic), no luck so far tho.

    If you know somebody willing to do it (there is a basic map outline attached in one of my posts here) let me know. We would even pay some reasonable amount of gc for it.

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