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Malaclypse

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Everything posted by Malaclypse

  1. Need Attack Exp ....

    But this shows that there are ways in EL to gather more att than def. At least three you have told of here. So why don't you serve att god and train with fluffies or train armed gobs naked if they are too weak? Because if there is a way to achieve a goal in EL, why do you think the devs will change the game? If you can't achieve this goal, YOU should change your strategies, not the devs change the game Just because you might not like this strategy should never be a reason for the devs to change to game, IMHO.
  2. Eating Delay

    really funny thread :lol: I really like the poisoning idea. why not make fruits/veggies noxius, so that if you eat them quite some time after picking them up, the player gets poisoned for some time. They will last only some time before they get foul.
  3. Special Rings :d

    good idea, but I think 30 damage would be enough. Adding to this freestylers idea of splitting the damage into two minor damages of 15 each. I would propose to use efe instead of simple fe's to make those rings. I think needing 2 efe for an enhanced damage ring will ensure that they are pretty rare.
  4. Thoughts On Handcraft Skills

    Hi Lord_Vermor, The possible implementation should not be covered in this section I think, because this is the suggestions forum, where new ideas should be discussed. Whether they can be implemented and how and if they need to be changed in order to be implemented should considered only if a suggestion is accepted by devs. That's my thoughs, but this is the usual procedure for software engineering tasks. I'm a bit suprised you find it complicat to learn What I mean is, as a player you only need to know, that at some point you can not advance further in a skill without doing an apprentice, and that at some other point you cannot advance without taking a master course. Is that really complicated? Maybe my posting sound a bit complicated, because I was writting it out of my belly. Furthermore english is not my native language, and some things I can't think in english yet, but rather have to translate Is it too technical? If you can point me to what is complicated for you, I can try to re-explain it in other words.
  5. Cant Connect..

    which operating system do you use and what client version have you downloaded? Is it the most current version?
  6. Thoughts On Handcraft Skills

    no comments, ideas, suggestions, flames Come on guys I'm interested in what you think about this.
  7. Some Thoughts On A New System

    Hello Kami, some nice ideas, indeed I think that players should have to learn the skills in some way before they can use it. That is, they should have to learn, using your examples, either swordsmanship and blunt-force weapons before they can try to fight with a sword or axe. Once they have the knowledge of a particular skill, further advancement will go through the usual process, that is gaining experience by using the skill. As for the cross-skills you mentioned the players will then need the knowledge of both skills to be able to use the cross-skill. Somehow this would be the application of part II to part I.
  8. Need Attack Exp ....

    Hello Satan, have you tried different strategies yet? Serving mortor for example, using a weapon/armor combination where you actually get more att xp than def xp? Btw. if you take a close look at the skill levels of most of the top 20 players, it's more a difference of 5 levels rather than of 10. Greetings Malaclypse
  9. Hello odrbjorn, For your first point, this would not be very realistic. If you loose some stuff in an area where there lots of other people around, the chance is actually very high, all the stuff is lost once and for all. Even IRL. The only way is to appeal to the conscience, morale and social parts of others players and try to get it back without investing too much. I don't think it would be a good idea, if only the owner could pick up the bag. The game would be too easy, because you know you always get your gear back. People would start to no longer take care of their life, because they know, even if they die, there is nothing lost. This would imply that your dead will have no further implications on your character. And this should definitely not the case. When you die, there must IMHO something happen with either your character (more worse) or your inventory/gear (less worse). Would you like to loose for example experience, or even attributes and/or skill levels if you die? Could you provide an alternative to this? You can zoom in and rotate your camera so it is very close to a first person view. What advantages would a first person only view have in your eyes, compared to the current camera? That's a great idea, i like it! I would even welcome support for the keyboard in general, as i am very used to my kbd I am much more faster in using my keyboard then using my mouse indeed. No, this would make things simply too easy. What's the challenge if anything is marked on your map and you do not have to mount your brain before playing? Btw. someone else mentioned something before, I'm sorry but I can't find the thread currently But Roja did reply to this other thread with a negative response, so I don't think this will go into the game.
  10. The Interface

    Hi Wytter, I know that this works for walking, but I never realized that it works too for harvesting and other. Do you mean I can use right click to start harvesting? I definitely will have to try this out Thanks, I will take a look at this and if I came up with one or more solutions I like more than the current, I'll create some screenies and post them here.
  11. The Interface

    Hello Roja, I think the current interface is already quite good. Anyway, what I would welcome, is a grouping of the icons, to separate them visually. I think this could ease the selection of the correct icon. The grouping could for example be done, either by icons that open window and icons that do not open a window, or by grouping them according some categories (informational, action-icons, and others for example). Another thing i would like to see are editable shortcuts, so that you can select for example the sigils for spells with a simple shortcut, you assign yourself. I think there should be only 3 shortcuts max for this, or else the game may become too easy when you fight and do magic simultaneously. The shortcuts can be assigned via a command where you also must specify which sigils you want to assign with that shortcut. And third, sometimes the names of people are very annoying for me. I know that I can turn them off with C-n, but what I mean, is if, for example you want to mine something and the place is very crowdy, it can become very hard to find a free spot, without turning the names off. I would welcome if the names were not sensitive to the eye icon, but only the actors were. In some way it is meaningless to make the eye icon sensitive to the names, because I already see the name and if someone is running in front of me while I want to click a harvest spot, I get a message telling me that I see player XYZ. But I already know that I see this player, cause his name is standing in front of me with big letters. Cheers Malaclypse
  12. Hmm What About This....

    Very nice idea, I like it, and I like it more than the other idea cross-referenced by Anastasia, where some guy mentioned a special map for this.
  13. Crash On Map Change

    No i'm not sure, that this is not because of a lagging connection. It just doesn't run like the connection were lagging. And after some of the disconnections I send ping commands to the server to check the connection. I usually doing this by sending 5-10 pings within a very short time to get an average out of them. My sdl ist libsdl-1.2.7-r3 which is the latest stable release for my distro (using gentoo, my system is quite up to date, as I sync and update it once a day). There is release 1.2.8 available within the portage repository, but as it is still marked unstable I only want to upgrade to this version if this is really necessary. My SDL_net is relesease 1.2.5, which is the latest version available for gentoo. I don't know if there was something in the error_log.txt file after the disconnections. That's my current error_log.txt after playing for ~2 hours this morning/noon: Error: Problems loading texture: ./textures/fontv.bmp Error: Problems loading texture: ./textures/particle0.bmp Error: Problems loading texture: ./textures/particle1.bmp Error: Problems loading texture: ./textures/particle2.bmp Error: Problems loading texture: ./textures/particle3.bmp Error: Problems loading texture: ./textures/particle4.bmp Error: Problems loading texture: ./textures/particle5.bmp Error: Problems loading texture: ./textures/particle6.bmp Error: Problems loading texture: ./textures/particle7.bmp Error: draw_scene.c.draw_scene:69 - OpenGL error 1284 Error: Unable to add command 23 - 61 Error: Unable to add command 25 - 1394 Error: Unable to add command 24 - 1394 Error: draw_scene.c.draw_scene:69 - OpenGL error 1284 Error: Unable to add command 24 - 1394 Error: draw_scene.c.draw_scene:69 - OpenGL error 1284 I've seen those opengl errors appearing before (not sure which error numbers though) and the errors about the missing particles first appeared yesterday or maybe on tuesday after syncing elc with CVS and recompiling. Thank you much for this examince app. I ran my current connection_log.txt through it, but didn't find any interesting, but it didn't crash either during my last playtime. Can I use examine in a way like this? ./examine `tail -f ~/.elc/connection_log.txt` or won't this produce any meaningful results? I just will try it. Should it happen again, I will not reconnect immediately, but rather shut down the client and take a look at the logs. Thanks
  14. Hello, this is not a usual bug with the client. If you compile the client with -DNO_MUSIC defined, make will stop with an error when compiling sound.c. There are two unused variables in this file, which cause a compile time error, because of the combinational use of -Wall and -Werror together. I do not have an output ready, cause when this happened, I worked around, by recompiling sound.c by hand, omitting the -Werror flag. If you need the compiler output for the names and lines of the variables it proclaims about, i can recompile and report back. greetings malaclypse
  15. Crash On Map Change

    hello, during the last several days, (I think it happened first on 23. or 24.12) my client disconnected unexpectedly. I'm not sure if this has something to do with the map change bug, but since it never happened before in this way, i decided to report it here. The diconnection mostly happened immediately after a map change. Yesterday I exited pl storage and got disconnected. There are no resyncs or even lags right before, I just got the usual 'disconnected from server' message. One time it happened to me when somebody wanted to trade me. Just immediately after the yellow message show up, i got disconnected. This disconnections happen so fast, that I notice them only after 2 or 3 seconds. One time it happened to me during autowalk on pl map, but mostly it happens after map change. This happened to me ~6-10 times since thursday or friday last week. Is this of interest for you? If so, what can I do to help catching this down? In addition to the usually defined macros, I compile my client with -DDEBUG -DEXTRA_DEBUG and -DMUTEX_DEBUG defined. I redirect the huge amount of output created by the -DMUTEX_DEBUG macro into a log file and most time I also log the raw connection data. So there are lots of log files that may help. hth
  16. Black List.

    Steely
  17. Too Much "chance"!

    and I didn't try to make iron bars at level 7, but i'm sure that my failure rate for making them, now at level 36, is incredibly much lower than at level 7 It doesn't do a really good job, but IMHO it does a way better job, then the old system behaviour, where someone could easily flood the market with high level stuff. Progression is in many cases a slow process. Why not accept this in the game, as you have to accept it IRL? If you go to university today and start studying, you won't be a professor in a just a couple of month. Instead you will have to learn for lots and lots of years, gathering new experiences all the time and having at least as much failures and frustation as you will have success. That's in other words around 50% of failure, and therefore it's a higher fail rate than in EL. Maybe you had a really bad day when you wrote your initial posting. This can easily warp your perception in a way where you think you fail always. That's normal. I would recommend you to write down how much you fail and how much you succeed. Not only for a few hours, but rather for at least one week, but preferrably several weeks. This way you will get a more complete picture of the whole failure/success point and I'm quite sure that you will realize how high your success rate actually is, no matter how your illusion of the fail rate is. Btw, I can think of another way to give you the illusion you are asking so badly for. How about you change your client, catch all the failure message from server and change some of them to display as a successful tries? You can decide how much of them you will display as successful yourself. I'm sure you will get a very good illusion of yourself progressing very fast
  18. Mods Look To This!

    so it would be a good time for him now to learn some interesting new things to do
  19. Too Much "chance"!

    Well Aerowind, that's at least a very good RPG like explanation for what's happening when you fail/succeed
  20. Too Much "chance"!

    From where do you know this? Back in summer Ent answered to me a question I asked on the old forums about this topic. He said, that there is a level at which you will never fail. It was 25 levels above the recommended level when he told me this. Maybe this has changed in the meantime, I do not know, cause I also had a break from the game for about 2 months. But even if this is no longer true, i can't believe that a character should have a possibility of 100% to fail, no matter what his levels are. This would be incredibly poor software design.
  21. Too Much "chance"!

    I do not think, that the system needs an overhaul for this at all. Of course, some times failure rate is at 70-90%, but on the other hand it sometimes is like only 10-20%. The failure rate could, for example, take date/time into account during its calculation, to determine an average failure rate of let's say 30% for an average time of say 4 weeks. That's just an example, I do not know how the server actually calculates the failure rates. So, maybe you were very successfully during the last several weeks and thats why you now fail so much. Again this is just one possible corollary of the given scenario and may have nothing to do with reality. Another thing I experienced during playing is, that my failure rate is much higher just before I level up in a particular skill. For me this too is an indication, that the server calculates the failure rates on a more long term basis rather than on short term based values, as this would be if it takes into account only the current manu/alch/crafting session. Instead it seems to me, the server calculates the failure rates, so that you gain an average failure rate of say N% at level M. Then at the end of the level, before leveling up, it ensures, that this failure rate is somehow reached and thus I fail more. That's my explanation for this, that may have nothing to do with, what really happens. If you look at the last several weeks playing did you then also get a failure rate of 60% or more? I'm quite sure this is not the case.
  22. Storage Changes

    when using the cvs client, you can use the storage command like #storage bar to list all items that contain the word 'bar' in their names. This example will list all the bars you have in your storage, i.e. iron bars, steel bars, silver bars and so on, but nothing else. I do not know if this works in the released client, maybe not, just try it out. If it is not implemented in your client, you may download the client sources from cvs and compile it yourself. It will be automagically active then. hth
  23. Hello Wytter, did you introduce a bug in the latest Makefile.linux? Please take a look at this cvs diff: lancelot@gwenhwyfar elc $ cvs diff -r 1.58 -r 1.59 Makefile.linux Index: Makefile.linux =================================================================== RCS file: /cvsroot/elc/elc/Makefile.linux,v retrieving revision 1.58 retrieving revision 1.59 diff -u -b -B -r1.58 -r1.59 --- Makefile.linux 22 Dec 2004 23:56:19 -0000 1.58 +++ Makefile.linux 22 Dec 2004 23:57:09 -0000 1.59 @@ -1,14 +1,13 @@ .PHONY: clean release # tune these for your setup & compile options -OPTIONS=-DLINUX -DELC -#-DPOSSIBLE_FIX -DOPTIMISED_LOCKS -PLATFORM=-march=athlon64 +OPTIONS=-DLINUX -DELC -DPOSSIBLE_FIX -DOPTIMISED_LOCKS ^^^ +PLATFORM=-march=i686 XDIR=-L/usr/X11R6/lib Shouldn't this read OPTIMIZED_LOCKS, i.e. with Z instead of S? Grepping the sources for OPTIMISED_LOCKS gives me an empty result.
  24. Dev C++ Compile Errors

    Hi, are you sure, you are falling into the #ifndef GNUC compiler? It seems you ARE using the GNU compiler, or does DevC++ come with it's own gcc compiler executable that does not define the GNUC define?
  25. Crash On Map Change

    I had no problems during the last two days. Updated cvs sources once a day and recompiled. Btw. I'm atm compiling with all three possible *DEBUG and EXPENSIVE_CHECKING defined in the makefile. Hopefully this may not hide any possible bug
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