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Malaclypse

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Everything posted by Malaclypse

  1. Post Here Bug Reports For The Test Server.

    I agree with you Aisllinn. I think they should last about 2-3 mins at least. Furthermore, I noticed that, after a fire has burned down, I can't make a new one immediately. I tried it several times, but nothing happened. Is there a delay or am I simply too stupid for this task :lol:
  2. Repeated Letters.

    I too noticed this randomly. But to this time, I was sure it was caused either by my keyboard driver, or by my keyboard itself, not by the client. Maybe I'm wrong.
  3. Post Here Bug Reports For The Test Server.

    found a flickering on WS map (273,750)
  4. Use And Drop.

    I got confused the first few days, because I mixed old and new behaviour, and I still want to use the right click for walking some times. But after I got used to it, I find it much more useful than the old behaviour. I think it's an improvement to the game
  5. Reduce Cape Drops

    I don't when know if and when they changed something at this. I was just referring to: so I assumend you noticed a change in this, say back in October or in July when one of the last bigger resets was. I do not know if there actually were some changes with these updates, but it may be. I apologize if my post sounded a bit harsh
  6. I Know It's Gonna Be Considered Mean

    So why do you waste your time playing a game together with all those idiots? :lol:
  7. Reduce Cape Drops

    Hmm, I agree with you in that some drops may need to get decreased. I do not know it, because I actually can't fight the monsters, but what I hear from guild mates and others, they really seem to drop too much. But, why are you coming now with this? Am I wrong, if I assume that you already knew the drop rate is too high, only 2 or 3 weeks after they changed it? I'm quite sure you did. Why didn't you come there and suggested this? Now that you have 10th or even 100th of them in stock, it is time to decrease the rate? Do you really believe, you behave seriously when you suggest this? I do not. I believe that with this post you are in first place thinking on your own profit and only in second case, if ever, you think on community and/or economic needs. Correct me if I'm wrong. But that's the feelings I got when reading this suggestion.
  8. I Know It's Gonna Be Considered Mean

    Read about the vision of EL to learn, that it is a family oriented game. The game's supposed to be played by kids or teens too, not only by adults. So there's always a chance of some players behaving more immature than you suspect.
  9. Let's Use Doxygen

    I don't think that a documentation of such an example might even be useful. But do you remember all the asumptions, all the pre- and post-conditions that were met when you wrote the code, if you look at it after several months, or if it's the first time you take a look at the code? Can you interpret the precise semantics of what you read in the source code always in the intended way? C has multiple points of how to interpret several language constructs, to clarify the particular meaning in several places is a good thing to anybody else who might want to read that code or might get incorporated in the coding process and thus has the need of a deeper unterstanding of the code. I found, that documentation can help a lot here, although I'm aware that there are other points to this as well.
  10. Let's Use Doxygen

    I wasn't aware of this. But the result are nice. I think this could be a starting point to manually write some documentation.
  11. Let's Use Doxygen

    But doxygen is a tool to extract documentation from within source files into html files. You decorate the headers of functions and datatypes for this, no comments within the actual code beside the ones that already exist (if any). If you wan't to generate external documentation from scratch you won't need a tool like doxygen at all. But maybe using docbook would be a good choice then. Why don't you use the folding capabilities of your favourite editor to hide them
  12. An Idea For The Poison Spell

    I don't think so, freeone. This may be pointless to some extent when you fight other players. But as long as we talk of animals/monsters this is not pointless, because the creature may die due to get poisoned by you. So even if you die, you might go back, pick up your stuff, but the creature may also be dead, depending on its material points, meaning you have fulfilled your task of killing this creature I even can think of poisoned melee weapons. But IMO the current implementation of the poison spell is meant to work with organic 'materials' only (just my opinion). So to enhance weapons with some spell, be it poison/acid, fire, ice, whatever, we would need new spells instead of using the current poison spell for this. I even think, that it would be better to use potions for such a thing instead of spells. I think of a potion of poison, which, when used with a weapon gives additional poison damage to your weapon for, say the next fight, the next few minutes or even only to the next hit (not only melee, but also missile weapons like darts and arrows). This could be done with other (elemental) potions as well. This would mimic the buyable enhanced swords of fire,ice,etc to some extent, so I'm not sure if this is a good idea at all. I really like the fact to be able to poison friends or even myself by accident. This is something that could happen very easily during some larger fights with multiple people involved and thus gives some realism to the game.
  13. Titanium Axes

    I'm sorry, I didn't realize they cost real money Btw. I'm a player like you, and not a developer, although i'm interested in the development of the game, that's why I'm active in this forum. If I were you, I would've posted it in the 'Help Me' forum, cause you are actually asking for help. I hope this comes to an good end for you.
  14. Titanium Axes

    I don't think that tit items should in general go 2nd hand first. In my opinion there should always be the possibility for destruction of the item, although this possibility should be very, very low actually. I'm sorry for you, but it seems that you were really unlucky with your axe. And I agree with goatsgomoo, that this thread should better go to another forum, think it's not really a suggestion.
  15. Manufacture And Crafting.

    Are you sure, the tuning also was done for crafting? First I thought this too, but after last server reset, manufacturing had become quite faster, while crafting seems to not be faster at all, so I'm no longer sure, they tuned crafting also. It still takes several seconds (actually 2-7), even the easiest things to craft take quite some time. Maybe there's a need of balancing the crafting a bit more.
  16. Some Thoughts On A New System

    I thought on defense and gaining defense experience when reading this thread again. Assuming the fighting system would be changed according your ideas, have you thought of how to handle defense experience? Currently a player gains attack and defense experience for fighting. Introducing different weapon categories, which I really would like to see, there would be the need to split attack experience, so the player will gain experience only for the currently chosen weapon. But what should happen with def xp? I can think of a system, where gaining def xp would be based on the weapon used. Some weapons are better used to defend yourself than others. For example, it's way much harder to defend yourself against an opponent that carries a weapon (lets say for example an axe) with a knife, than if you would use a helberd. Another way I can think of, would be to make def experience solely based on the armor worn. Any other ideas?
  17. Things I Would Change

    Hello FeebleMind, 1.) there are already hovers in CVS. If you can't wait until they go into the next official release, then you should go and get the sources and compile the client yourself. 2.) I can't see anything cumbersome with the stats and inventory windows. Like Placid already said, the stats window is only for informative purposes, used to the show the players their stats. What else should it do? Or how should it do what's it supposed to do? For the inventory window: this always worked fine for me. Do you have more concrete suggestions? What's cumbersome with them? Please try to give possible solutions. Not just This is of no help, as not everybody might want to play another game just to see how they did sth, compared to EL. 3.) The problem with this is, that all the players are going for the same spawn. There are plenty of spawns in the game that are orphaned nearly all the time. Go and explore the world and find things you never have dreamed of. 5.) I never used up to 8-10 min to walk back to where I died. Furthermore dying must definitely be punishing, I think. What's the meaning of dying if you don't get punished in any way? 7.) Would you like to see the whole map you are on :lol: 8.) This is done easily, once you are more accustomed to it. You will not even notice that you have just rotated the camera 9.) I think, that is what it's thought for. Having an alternative camera you could use. If you like the manual rotation more, then stick to it.
  18. An Idea For The Poison Spell

    I think this would put fun out of the game. I like the fact that you can accidantly hurt yourself through poisoning
  19. During the discussion in this topic I got some ideas of possibilities to extend the current system. This thoughts are somewhat limited to the handcrafting skills within EL, that is Alchemy, Crafting and Manufacturing and to some extent Harvesting. Beside the skill level we could introduce mastery categories that, in combination with the current level can describe more precisely the abilities of the character with those skills. If a character has none of those categories assigned s/he will be called Layperson. (i) At some skill level N (lets say for ex. level 15) the layperson cannot advance further without doing some kind of instruction/education, given to him/her by some NPC. For this the character starts a quest with the NPC and asks for an apprenticeship for the given skill. This quest should be a rather big quest, consisting of several individual quests, like it is done with the gods quests. But in contrast to them those quest must have a high affinity to the given skill. This is necessary to ensure further and relatively fast advancement in the skill levels. The whole quest must not be solveable within a short time, but must rather take some time to finish, like a few weeks. During this apprenticeship time the character must visit his/her instructor on a regular basis. This has to be done in addition to the quests s/he has to solve. During those visits the Apprentice will be given additional tasks to do, that are part of his/her education and therefore will also have a high affinity to the specific skill. If the interval between two visits grows above a certain limit, the trainee will be given a warning. After let's say 3 warnings the apprenticeship will be canceled by the instructor. The character may look for another apprenticeship after some time with either the same instructor or another one. The game should enforce a delay so the character cannot immediately restart the apprenticeship (at least not with the same instructor). During this apprenticeship the level could not increase above a certain level N' > N which may depend on the actual skill. (ii) After successful finishing his/her apprenticeship, the character will be called say Journeyman. During this time s/he can use his/her skills to further advance the skill levels up to some other level M > N'. (ii) At this time the character must take a masters course to continue further which will be started almost the same way as the apprenticeship course. S/He must do another bigger quest with some NPC and again fulfill tasks for some instructor in order to learn new things and advance in levels. At the end of this time the character would be called Master of <skill>. During this mastery course the character can not advance above a skill level of M' > M which again may depend on the actual skill. After this point there are no more restrictions in further advancement of the skill. Therefore the characters will have an education of the form Layperson -> Apprentice -> Journeyman/Journeywoman -> Master/Mistress. This could even be split in a practical and a theoretical education, thus having two different ways (with different quests, NPCs, etc.) to achieve the same result. A way to name the categories for the theoretical way could be Layperson -> Student -> Assistant -> Lecturer. The system can be extended to have players become instructors by adding an additional level of education where someone can gain the Instructor 'skill' (category) and therefore will be able to teach herself. Now for the failure or success of this all. First, IMO the fail rate should not depend on any random numbers. Instead it could be calculated from a combination of the current level and the current master category the character has. Of course the recommend level of the item to craft will also have to be considered in the computation. Additionally it may be a good idea to introduce a recommended mastering category beside the recommended level. Sorry I do not have a formula ready because this needs some deeper investigation of those ideas, and these are just my first thoughts. This system has some strong influence with the current researching system. Some of the knowledge gaining could be moved from the research by book part to the educational part and therefore mixing the way knowledge is gained. I can also think of some way to do the theoretically oriented education with the current research system, that is by reading books whereas the practical education only needs a few basic books but the knowledge is gained through a learning by doing (and getting instructed with this) process. Thank you for your interest
  20. Thoughts On Handcraft Skills

    I think that it wouldn't be too much complicated to implement. We could, for example introduce a counter for every of the the quests, which will count the 'quest items' already done by that player. So we wouldn't have the need to lock the player down to some place until the quest is solved, which could annoy players much. Being locked down on a place, just because a quest that has to be done, is not really fun, I think I like much the idea to enforce players to make the items themselves. Actually I play EL this way, but this comes out of my paranoia Having many years of experience in roleplaying, both as a players, as well as a dungeon master, I know that you can never be sure of a gods doing. The god might simply change it's mind, from one second to the other (I know that atm there happens nothing in EL, whether you solve the quests for yourself, or by some other player ) For the implementation part. I think, that from a technical point of view, nearly anything we could think of here, is possible to be implemented by software. The point is, how much work needs to be done to actually implement something. Must the changes happen only to the client or also to the server. And if the design would change too much, maybe the devs won't implement the ideas, because it would be too much work to reimplement all the design changes, no matter how good the ideas are. I always think, we first need to refine and discuss possibly interesting suggestions here in this forum, until they have a good foundation. After that, when the ideas are well thought off and well defined, and are accepted by the devs, then it's time to think of the implementation part. Furthermore, I think, that if there is something that can definitely not implemented one of the devs will tell so @Aisslinn That's where for example the instructors course I mentioned in my initial post could came in. This (first) instructor course will only be the first in an possibly endless set of courses (this must not necessarily all be real courses that have to be done by the player though). To speak in RL terms, a player could for example start researching in his working field, ending up in new, former unknown items that only this character can make, until she chooses to teach it to some other characters as well.
  21. The Interface

    Hi Wytter, maybe there was a misunderstanding in this I think the icons are already pretty well grouped, what I meant was only a visual grouping of them, according their current grouping which would make sense, or even with another grouping. I prepared the picture below, to give you an idea of what I meant (it's done very bad, only give the idea, im not a graphics artist Compared to how they look now: (Hopefully the pics are not too large, tell me if this the case) I looked at the code, but I didn't understand the logic behind the *_icon_[uv]_start vars, so I made this pic.
  22. Thoughts On Handcraft Skills

    Well Kami, I see the problems you noted here, you are definitely right here, a good note Players won't do a skill, if they know there's a cap and they can't go beyond that cap without doing any further, let's call it education. Ok then, I slightly modifed the idea. Instead of adding a level cap, let's do it like now, that is, every player is possible to do any skill without level restrictions. But players will be able to do an apprenticeship, or a master course to get better with their skills. To give players who actually did an apprentice in their skill an advantage over other players, we could add a quality measure to each item that is producable by players. Players that have done an apprenticeship will in general produce higher quality items than laypersons, and masters of their skill will produce even more higher quality stuff. This way any player can produce anything without restriction, but only players that have visited a school, master course or something will be able to produce really good, quality items. The prices for items will then also depend on that quality measure. Another restriction we could impose, would be that certain items will not be producable by layperson characters, but only if the players has visitied a particular course. This way we can limit the amount of high level items in the game. For example, to make a tit serp, a player will need to be a master of the manufacturing skill, that is he must have visited and finished the masters course. We could limit this to only a few rare items, while the bunch of the items could be produced by anyone. Players should then not be able to get this knowledge on another way than by visiting some courses. Getting the knowledge to produce high quality items is simply not done by only reading a book, but instead needs lots of experience in the skill. The quality measure should also be level dependant, that is, a player who has finished her master course, will be able to produce for example the tit serp, but at the beginning the quality will not be that high. After he successfully made, let's say N tit serps, her quality in producing this item will increase by a few percent. We can even combine those two approaches, that is players can make any items without further education, with the exception of a few rare items, and they will be given a quality measure. This way an educated character will produce higher quality items and is capable of producing additional items that can not be produced by uneducated characters. Suggestions, comments, anything you have to say to this modified approach are welcome
  23. Editing

    An editing facility seems a good idea to me. I've too thought about something like this many times before. On the other hand, what I know from how people use their keyboards, is that most people don't know how to master their keyboard. They're looking at the keys on their keyboard constantly, because they lack the ability to do 10-finger blind-writing (sry, don't know the correct english expressions for this, i hope you get it). So this feature will be only really useful for people who actually mastered their keyboard. What I think, is, that players (most, not all) write their texts by looking at their fingers/keys, then after finishing they may reread it, but I think in most cases they won't. After rereading they press the return key to send the message. If you add to this still more time to edit the text again it can take quite a long time before a message is finished, leading other people to frustation, because they don't get answers for so long time. This would definitely be a neat feature for some keyboard specialists like you and me, but do you think it will be useful for the average EL player? And more do you think it will actually be used by the average player? Because if not, it may be somewhat of a waste of time to implement it. Well not really a waste of time, but the priority to implement this, would be very low, I think.
  24. Thoughts On Handcraft Skills

    @freeone: The level of 15 was just an example. Of course the exact levels would have to figured out before implementation
  25. Books

    Hello Crazy, in general I like the idea of having some benefit from reading books, even intermediary and basic books. Maybe not from all, but from most. The game will gain more depth, and the players will be more satisfied when they have finished a book and 'got' something from it. But I can't help myself, I've thought about this topic from when you started it and it doesn't feel good to me they way you told it. I don't have an explanation for it, it's just a feeling Maybe I should stick with giannis to better explore our feelings
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