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Asterix

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About Asterix

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  1. The minigames would have been great before mini-events, with them I'd be annoyed at the events interrupting my game rather than interrupting my harvesting. But I agree, harvesting is boring, a timewaster ingame is great. Sometimes there's nothing on TV The game was initially designed to allow massive amounts of harvesting but to deal with it by allowing massive amounts of consumption. All these attempts to fix the gold farming (mini events, depletable resources, who knows what next) by slowing the harvesting will slow the production, therefore slow the mixing, therefore the end consumers (eg a/d trainers) will find it slightly harder to buy their HE anyway. More gc drops probably won't help that. In fact more gc drops will encourage more consumption at a time when production is going to be slowed.... is that really the solution? Radu says there's too much gc in the game already, do you really think he'll be keen to massively increase gold drops? Seems unlikely. Radu says there are too many EFE in game- so is armour really breaking that often? Do you think he'll drop the break rate? Seems unlikely. (I can assure you, we mixers don't get many EFE from mixing FE these days! But it is rare to hear mixers complain about that) IMO, you should have a range of options in playing this game. a/ an extremely boring option that makes you rich but gives very little experience. b/ a less boring option where you also get less gc but much more experience. c/ an extremely exciting option which gets you a ton of experience but such low gc that you are perpetually a pauper. Strange how some people want the excitement of option c, and the experience of option c, but can't handle the pauper bit... Look at it this way, if gc drops are increased for a/d, not only would existing a/ders buy more, but more people would switch to a/d, both increasing demand, and the entire balance would get thrown out of whack. Add in my point about likely harvest restrictions above, and fewer people will harvest due to that- reducing supply. If you know about supply and demand you'll know those extra gc drops won't help much long term. So how about we don't go down that path, and leave a/ders as poor as they should be
  2. Resource markets

    It works "for" players as much as "against", it's just a market! It counters the affect we currently have of selling flowers/titanium to NPC's to bring gc into the game with none leaving- which is inflationary. This avoids inflation and creates a free market environment. Currently, the flower shops fix the prices.
  3. This is an idea to reduce the influence of the gold farmers on gc entering the game, while making their harvesting efforts somewhat useful for everyone else. The problem: At this point, flowers and ore can be harvested in infinite quantities with the only limitation being time to harvest them. These flowers can then be sold to flower shops, which accept an infinite amount with no price fluctuations. This creates a massive wealth generator, which the developers are attempting to fix. Right now, the farmers do not really contribute to the economy; all that effort, to simply trade a heap of gold to one player eventually with nothing going the other way- not in EL anyway. Problem summary: massive wealth transfer to a few individuals using rl money. Creates inflation. Most individuals are not affected in a good or bad way though, except very long term. The solutions proposed so far: First came mini events to disrupt afk harvesting then came the limited resources idea. Unfortunately, these don’t actually solve the problem, because they limit real players as much as gold farmers. I used to play a different game, which had depletable resources and random events to try to stop the harvest bots but it failed; they were only ever a half step ahead of the script writers. Because resources were depletable, real players were struggling to get resources due to the competition! Eventually the developers gave up. They made it so you can’t transfer much wealth to another player. Which solved the problem as there was no way to trade real money for game money but it created a controlled price structure, nothing free market was left at all! Effects summary: Mini events- makes a boring skill even worse, and any skill dependant on it worse by association. Will slow down farmers but won’t stop them. Definitely won’t affect scripters. Will drive players to other skills from frustration. Limited resources- guaranteed to make harvesting take longer and all skills take longer to level up. Sucks to be a new player! One good effect- it might fix the overproduction issue, so prices will creep back up to be more profitable for mixers. Some players might specialise in harvesting to take advantage of good prices. It won’t stop gold farming though. And it would need more experience for harvesting since it’s harder, and prices would rise since players are now competing for resources. Inflation ftl, no counter forces in sight. My suggestion: I believe this can be fixed by treating the gold farmers as a part of the economy, rather than something to exclude. Create a few markets; accessible through NPC’s. You have one for flowers, one for minerals, one for ores etc, accessed through the current flower shops etc. The prices are floating; they fluctuate according to how many resources are in the market, probably by extremely low intervals like 0.001gc for every 10,000 resource sold- but obviously each product would have a different rate. If a lot of harvesters sell a particular resource, its price gradually drops. Likewise it will go back up if a player buys a lot. Deals in the market can go to/from storage, so thousands can be traded at once. If a bunch of farmers flood the market, this has a mixed effect. Those that want to sell flowers will find the price has plummeted, so farmers are limited in how much they can sell. But this is a bonus to the mixers, who can now buy extremely cheap ingredients, and make better profits on alchemy and potions etc. Meanwhile, the real players can choose a different resource to harvest. Also the market will act as a gold sink as buy price will always be slightly higher than sell price. Affects: Harvesters can sell resources in one hit rather than muling to shops. Might have lower prices temporarily when there is oversupply but its very unlikely for all harvestables to be oversold. Mixers (alch, craft, manu, eng, tailoring etc) can buy ingredients at good prices if they’re over-harvested. Can have an essence market to find the true value of their products also. Consumers (A/D trainers, magic, summoning) will be affected by the mixers prices. Overall Economy *A true value can be obtained for every harvestable- free market ftw! This will cause price adjustments to mixed products in a controlled fashion. No more whinging about prices! *Any harvesting bots will have a deflationary affect as they swamp the market to balance the inflationary affect of devaluing gc. *Players can out-compete scripters rather than losing to them. *Gold sink as well as gold introduction in one market! *Ironically, the players that trade rl money for gc will probably buy resources in this market, if so then the cycle is complete. Edit: players can still trade amongst themselves, then there is no gap between buy and sell price. Although the buy/sell gap for flowers would be only about .05gc anyway.
  4. Then your answer is "yes it's against community rules". We're talking community rules, ie ethical behaviour, where you get declared outlaw if you break them. Not official rules which can get you banned from the game if you break them. That is not to say you agree with the rule, just you accept that it is the current rule! Therefore, if most guilds have the rule "you should return DB's if possible", then obviously it is already a community rule and this poll is pointless. Want to vote on whether the ocean is wet now? Or are we voting to change the rule, because I must have missed that option. Everyone who voted "no" is really just saying "I don't want it to be the rule because they were stupid for not carrying a rosto and I'm an a$$hole" but they must know it is the rule. And taking a newbies DB is pointless. It's worth nothing to you (most of you) but it may be everything the newbie owns. Leave it on the ground ffs, then it's their fault if it poofs but at least they have a chance to get it back. Or do you think newbies should carry rostos to protect their leather armour?
  5. New special day, will you use it?

    I would use it for manufacturing, and maybe a bit of mercury extraction. But depends on ingredient availability, 6 hours is a bit tight to get the qtys I'd need.
  6. Quote of the week submissions

    As funny as this is, I am half inclined to believe the MrFrodo char was created entirely for that one joke. Cynical I know but still... Actually I didn't know there was a ring of power when I created this account. And I've been quite restrained, I only recall using that joke twice in over a year, and haven't actually used a ROP yet! I will eventually of course
  7. Auctioning: Orc Slayer of Mana Nullification

    Quick Boedha, declare "today" is the even day, "tomorrow" is therefore odd
  8. The Desert Pines ND Arenas Showdown

    Hey Bigkav, nice video... but way to forget MrFrodo in the fighter credits
  9. The Desert Pines ND Arenas Showdown

    This was a great contest Some fights were a bit quick, others were quite long especially in the 60s tourny. A good mix of talent represented I think. Grats to the winners! And ty to Radu for the prizes! Anyway, here is what I got out of it, from my puny experience; Limiting the number of contestants has to be done or it will drag on too long, but there's no reason we can't have heats beforehand if more (than 8 in this case) want to enter right? Then, anyone has a chance no matter how late they enter. This can happen between reporting time and start time (see my next point) if lots of back-ups show. There can be several fights at once so it won't take long. Not sure if the weakest would be asked to compete for the last spots, or the last to enter would be, but either way it wouldn't change who wins the tourney. I too nearly wasn't allowed to fight, I logged on just 5 minutes before the event, pmed Korrode to say I was omw but when I got there, initially I was told I was too late. Luckily it got sorted. A set time to be online and report to the TD would be great- maybe 10 minutes before advertised start time? I just went by the start time as advertised. I still have no idea what Korrodes cut off time actually was! He still says "x minutes"... ROFL In the 40's tourney, 2 competitors got blocked (accidently) when they tried to go to the arena entrance, spectators need to watch where they sit! But next time I'll just ask a mod to tele me rather than yell at someone for 3 minutes :/ Unless the game designers want to redesign the maps so there's more room for seating? Or more exits from the seating area? Still no guarantee of course. Anyway, I look foreward to the next one I know it will be even better!
  10. The Desert Pines ND Arenas Showdown

    I'll be a backup to the under 40's tournament
  11. Manufacturing strike!

    Popeye, you are correct about Radu's opinion of whiners, but the main reason he has not implemented it is he believes in a free economy. Price fixing via NPC would be against his core principles. For those that say producing at a loss is mainly due to the value of the exp, remember there is the leather helm option for that. Work out how much your exp is worth making leather helms in manu school, then compare that to losses making the higher items. Eg I get 120 exp per helm, ingredients cost 22 (leather and thread, food not counted) therefore manu exp is worth 5.45 gc per exp point for me. Players with more rationality than me will have cheaper exp of course. So run some numbers on items that sell at a loss (most of them ftw), and see how much you're asking manuers to pay for the exp. If you don't want to do that math, please stfu. You will note that I have not, that is because I am not making that claim. Make sure you factor in ingredient losses btw, allow about 10% more cost for that. The oversupply of items driving down the value of finished product is an issue, and is only possible by the EL shop. The "rare" ingredients can be bought in large numbers with rl money and this distorts the EL economy. There is no way you can get large numbers of rares guaranteed any other way, due to the randomness of their drops/finds. I think Radu should limit the number entering by the shop, as worrying about the oversupply of EFE for example is pointless if the major players in the manu market are not getting them from noobs that got lucky mixing FE. So lowering the EFE creation from FE mixing was the wrong response imo. (6EFE costs $10 sell for 8k each, please correct if this is wrong, Rostos sell 25 for $100 and sell for about 20k, therefor gc:$ ratio is 4.8k:1 for EFE and 5k:1 for rosto, so EL shop is still providing upwards pressure on EFE price as bulk shop buyers use rl money to apply perceived gc value). Meanwhile players that don't buy from EL shop will horde EFE because the odds of getting one by any other method are now too low. If I will need an EFE one day, but not right now, why would I sell it when I'm not guaranteed to find another one easily, and if I do buy another later the price is likely to be higher?
  12. I agree it would be useful. When I first started, I though "BJ" meant something else. I believe EL Wiki is offline while it is being moved. Not sue if wiki is ideal for what is required, as when I hadn't heard of BJers, I hadn't heard of EL Wiki either.
  13. Funny Stuff

    Ant_Store found a[n] Instinct Removal Stone. What a pity he could not carry it Says it all really
  14. ELG Alchemy Shop

    Sorry customers, we are temporarily closing up shop. Should be cack in business later.
  15. ELG Alchemy Shop

    Our max order for essence is 2k; the only exception is 1k for HE because we don't want to get swamped with orders But we still consider larger orders if we are not busy.
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