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Malaclypse

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Everything posted by Malaclypse

  1. Crash On Map Change

    just saw, that I also used POSSIBLE_FIX defined, because it is already defined on the CFLAGS line. I added it to the OPTIONS line and when recompiling I noticed that it was defined twice. if the threading bug seems not to be triggered with gdb, I will continue running without gdb. just as always.
  2. Crash On Map Change

    Hello Wytter, this never happened to me. After you asked for help in-game yesterday, I updated my cvs sources, recompiled using the -DEXTRA_DEBUG define and ran the game for ~3 hours within gdb. I excessively changed map in garg cave on whitestone map and also changed map from whitestone to nordcarn very much. Later I was in portland and harvested some blue lupines and changed map to flower shop in portland for quite some times. When leaving the flower shop I am immediately opening up the map screen to click back to the flowers, but it didn't crach once. I use a cvs client most of the time, but the game never crashed or frozes for me. Actually I do not really know the source code very well. Is there a place where it is reasonable to put a breakpoint for this? Or does this mean, this problem is now fixed?
  3. Maybe Two Minor Bugs

    Hello, i'm not sure if these are bugs, but I decided to report them. I noticed that, while harvesting several things, when sit down while harvesting sometimes harvesting stops and sometimes it continues. For example when mining blue quartz, you can sit down and the harvesting will not stop. On the other hand, it will stop with several other goods (f.e. gold ore) when you sit down while you are harvesting. Is this behaviour by design, i.e. it depends on the goods you harvest if it will stop or not, or is this a bug? Another thing I noticed is that the prices you will get for flowers are somewhat inaccurate. Take for example Blue Lupines. You will get 0.42gc per flower. If you sell 100 BL you should therefore get 42 gc, but you get only 41 gc. If you sell 200 BL you should get 84 gc, but will get only 83 gc. Again, is this by design, or is this due to 'poor' implementation (sorry for the wording here, but I currently do not remember a better wording for it; it's not meant to be rude ). thx in advance
  4. Maybe Two Minor Bugs

    I too think that it should stop whenever I sit down. That's why I created this thread. I noticed it with other harvesting stuff too, but blue quartz was the first I remembered. I didn't check any other prices yet. I noticed this at random. @ Satan & Aitrus: I know this all that you said. My question was: why I do not stop when I sit down while harvesting blue quartz (and possibly other things too). Most times, I will stop harvesting when I sit down or stand up, but for a few things this will not happen.
  5. Alternate Servers?

    Then n00b is a bad wording for this, because it sounds very similar to newb and therefore creates the association a n00b it still new to the game and doesn't know much, which is not true, or else those people may be really stupid and may better be called anything else, maybe 'st00pi'. Any word that does not create an association of such players to be new players will fit.
  6. Alternate Servers?

    Why don't you go then and develop your own game? You then can decide who will be allowed to play the game and can therefore restrict the game to players that have played the game only for years and can therefore be called 'oldbie'. You will be able to develop your very own way of dictatorship. Define in-game experience. What do you mean with this? Doesn't this imply that only 24/7 players will be allowed to play on the advanced server? People who will have only a few hours a day, or even worse several hours per week will not be allowed to play on the advanced server, cause they don't have the proper in-game xp, even if they know the game very well? This will increase the possibility of flaming against new players. Then from time to time players from the advanced server will go and log into the newbie server to flame new players and have 'a little bit fun'. This could be very contra productive for the community of EL. It can increase the possibility of community splitting. As long as you use Windows this goal will be very hard to achive, whether there are newbies or not Could you clarify this 'difference'? For me both are new players, be it in terms of skills, or in terms of in-game playing time, but noob sounds fascistic to me, while newbie sounds friendly. But that's just my personal opinion. Furthermore, if you look at rebootedrocks quote at the top of my writing you will see, that he originally spoke of newbs, not noob[sz]. I agree with you in that those terms need to be defined, but I disagree in that 'somebody' should do this. Instead I would suggest, we (I mean possibly all players of EL) should do this. Those terms need to be discussed in-depth by all players that are interested in this topic. Any player not interested in this, will then have to accept the results of this discussion without further complaints. But we need to ensure that any player gets noticed about this topic to get a chance to add their own view to the discussion. I think this would be better solved by increasing the current world, for example by adding several additional continents with big maps. Why simply didn't Learner open a poll or thread then, asking people if they would pay if he opens his own server with only advanced players? This would have been much less provocative than this poll. But this should definitely be done before anything else. I don't know if I know enough about the game to not be a noob from your point of view. Maybe you define me to be a n00b, cause I write noob without 00 I don't like the idea of an additional server in this way. If there is someone who wants to open his/her own EL server, whether p2p or not, this would be ok, but s/he should clarify this primarily with Ent, as he is the owner of the servers code. But this server then must IMO have no connection to the free one. Characters must not be transferable between those two servers.
  7. Can This Get Me Banned?

    What about the following: My two chars mala and celine both belong to the same guild. At this time we use our guild leader to store any intermediate stuff which may be useful to anyone in the guild (Note, that this is only a temporary solution, until we have a guild bot ready, but the same will be true for a guild bot). We give our stuff inside the guild away for only a nominal fee, and our guild leader decides in last instance who will get what. So it may happen by accident, that one of my chars gets an item which was created by the other one and vice versa. Because this could also be done intentionally it could be a source of cheating. So, do I have to leave the guild with one my chars, because of such reasons, to ensure this will not happen, or will it be ok, to have both chars in the same guild?
  8. Testing New Formula

    I liked to try out the harvesting on test server with one of my main chars, but I couldn't log in (player unknown), so I created a new char and got this results while harvesting: 50 Red Snapdragon's (i.e. 25 clicks) with levels 1-4 harvesting (rec: 0): 1st run: 30s 2nd run: 34s (including harv event, and a slight move, that's why it's significiantly longer) 50 Red Roses with levels 4-7 harvesting (rec: 6): 1st run: 101s 2nd run: 100s 20 Sunflowers with level 7 harvesting (rec: 12): 1st run: 134s 2nd run: 128s 50 Tiger Lilly with level 7 harvesting (rec: 0): 1st run: 50s 2nd run: 50s Because of the experience with the time needed to harvest sunflowers I decided not to try out veggies/fruits Although the time to harvest sunflowers seem to be very long, I think those values are reasonable if you take into account, the difference of 5 levels between my current harvesting level and the recommended level for sunflowers.
  9. Economy

    About 2 weeks ago, i posted a thread on the old forums with the question, whether there is a fixed value at which making items will never fail. The answer then was, that, if you are 25 levels above the recommended level the chance to succeed will be 100%. This has some interesting impact on the so much flamed economy. As an example lets use the Alchemy skill in the following discussion. Any other skill (maybe with the exception of combat skills) will do the same. At first, it means, that the set of failures for a single skill is finite, whereas the set of producable items for a single skill is countable infinitely. There will be no player which will ever produce an infinite amount of any item, simply cause any player will stop playing at some time in the future (at last, if (s)he is dying ) but this will have no impact on this discussion. This implies, that the set of producable items is much, much larger than the set of failures. As an example you can compare the set A = { -1, -3, -5, -8, -11 } with the set N of all natural numbers. Probably anyone will agree, that N is much larger than A. This is true, even if A contains thousands or say millions of members. In mathematical terms the cardinal number of A (and also of the set of failures) is a finite number, let's call it n, whereas the cardinal number of N (and also of the set of producable items for a single skill) is infinite. No matter, how large n is, infinity is always ways larger. Furthermore you can get a decent skill level, without failing once! For alchemy this means, it is possible to make fire essences until level 45 and then continue making tit bars without even 1 failure! (Note, that this example is the worst case. You can optimize this in a way, that you make fire ess until level 26, then continue with water ess to level 27, earth ess to level 28, and so on. Simply add 25 to the recommended level and you know at which level something will stop to fail.) So what impact does this have on economy? It simply means, that you don't need to calculate the failures into your prices. Even if you don't make an infinite amount of items, you will make many more items than the amount of items that will fail. So don't trust people, that say the prices are so high because they must calculate their failures within the prices This is true, even for items were you need to spend money (for example leather stuff) because of the fact, that you can make lower level stuff until you are 25 levels above the item you want to make. So any crying and whining about the many failures someone has, is simply void. Of course, if you follow the way, that you make items always at their recommended level you will have failures. And they will cost you something (either money or time to harvest or make the ingredients yourself or both). But compared to the many items you can and will make later without anymore failures, those few failures are void. Note, that I don't want low prices for items, I simply want fair prices. And the prices are all but fair. Most people that produce items will use a much higher price on lower levels and later if their levels go up they will decrease the price. This way, other players that started the game later will never have a chance to sell anything, because they can't give such low prices without loosing much money. IMHO, a fair price will be, where the producer will earn a few bucks (the amount depending on the item made), beside the cost (s)he has to make that specific item. And this price should be calculated as if you will never fail, because at some time in the future you will never fail. I know that this thread may and possibly will annoy some people. So feel free to flame at me I'm gladly awaiting them Regards
  10. Economy

    I agree with you Cicero, that this is one of the core problems with economy. But then again, doesn't this imply that the drop rates are somewhat too high? If fighters would find less items from monsters, it wouldn't have such a high impact on market, if they sell them for a cheaper price. Furthermore ppl would think twice before giving away valuable items for a few bucks.
  11. New Client Patch - Problems.

    Just take a look in error_log.txt and you'll see the error After that copy e3dlist.txt from source dir to your EL data dir.
  12. Economy

    It's neither, it's EL market, which is quite different Play together, not against each other, so you don't have to care about your or someone's other advantages, but the advantage of all!
  13. leather cost

    Increase fail rate as long as you are beyond the recommend level dramatically, lets say 100% for each level you are beyond rec. level. So you will nearly never succeed for high level items when you are at low levels.
  14. Economy

    But they only do this for lower level items, lets say for steel shields once they reach lvl 30 or 40, not for steel shields when they are at level 16 or 18. No, I don't want lower level players to get a chance to sell something, but to get a chance to earn a few bucks too, like all the high lvl players do. It's no fun to be forced to sell leather items at half the prize you actually have to pay for the ingredients. If you calculate for a longer time range the costs for failures will rapidly converge to 0, while the income will converge to infinity. I know that
  15. Economy

    right, but which will be understood by only a few ppl with the necessary maths background It's neither. Maybe it's a language problem English's not my native language. I don't like the way some ppl try to manipulate the prizes. Actually the price is not dictated by the market like you said Grum, but it is dictated by a few 24/7 players, that have high levels because of the much time they spend playing. But not anybody can spend that much time on gaming. Btw. I have another char which is a producer and non-fighting char (Malaclypse is not a producer, she will become a fighting/summoning/magician char). But asking the prizes which I calculated in a way that I think will give a fair prize, my items will either not bought, or i got flamed about the prize, like Hey, the prize for x is not n, it is m.. And this char produces the cheapest possible way, that is she makes anything possible by herself (harvesting, making base ingredients like essences, bars and so on). The market in EL actually gives much freedom to the players, but I feel, that this freedom is misused by some players for their own advantage. They play the game not for fun, but only to be listed in some kind of best-of listing (richest char, best alchemist/manufacturer/crafter etc.), which in my opinion is a very stupid and childish way of playing a game. At least El is a game, and games are there to have fun. But not having the fun alone for myself, but have fun together with others. This way they destroy the game-fun for other players in some way. And as a side-effect they destroy the market.
  16. Ebuild For 1.0.0 Version?

    Hello, today i come back from a 10 day vacation and saw that there has much changed in EL world. I'm running gentoo linux and installed the 0.9.9 version using the ebuild provided in some thread on the old forum. Unfortunately i didn't found an ebuild for the 1.0.0 version within the new forums. Is there already one available? If not, i'm willing to adjust the 0.9.9 ebuild and post it here, if somebody can tell me the location of the archive for the new client, and if there is need to change any of the functions within the ebuild ( for example because there are new files/dirs ). -- EDIT -- ok, i simply renamed the 0.9.9 ebuild to 1.0.0 and it seems to work. But i got another problem. I tried to compile the latest cvs version and it seems missing an e3dlist.txt file. Maybe I updated the client in the middle of a work in progress But anyway is this file available anywhere for download?
  17. Ebuild For 1.0.0 Version?

    Thanks Cicero, I already downloaded the file during the last cvs update last night. Unfortunately I didn't look into the source dir for this file. It works now. Despite your warning I think I will try to stick with the cvs version anyway. Thanks again
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