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Cruella

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Everything posted by Cruella

  1. Depletable resources and multiplaying

    No one is talking about getting anything instantly, but withing reasonable, acceptable time, compared with what other games offer. Gear and wealth is not all that makes the game not boring. I was talking about one map out of all existing ones. No one will stop new players from going to another. There could be a team of helpers who are allowed on the newbie map, or a channel dedicated to address all questions they might have. No pain in a butt, just simple selection of a few players/mods with certain game knowledge and proper attitude. Invasions are rare enough that this is not justified. Besides, there are always safe maps and places you can do gazzilions of things other than fighting invasion monsters. One of the worst EL nightmares - antagonizing "harvesters" and "fighters". I wonder when people realize that one cannot prosper without another and start to co-operate ... Besides, you can evan now "take over the entire map" with just one character
  2. Depletable Resources Poll

    I think we do not have sufficient information to make such statement. We don't know if this change would be "calibrated" in a way that our ability to harvest certain amount of resources in a time unit increase, decrease or will remain unchanged. If we knew that, the replies would have more merit.
  3. Depletable resources and multiplaying

    All I'm saying Dilly is that the interests of new players (the ones who have just installed the game and are making first steps on IP) are absolutely different than those who play 1 year plus or have 100 plus OA or any skill. So if a recent goal is to retain new players, the decisions should be made sometimes despite veterans opinions. The target audience should be asked for opinion, I'm pretty sure taking their answers into account will make it easier to retain them. Bear in mind, no matter what you think about their wishes and suggestion, no matter how n00b you find them, if they don't get what they won't, they will not stay. They do not care what the game was 2-3-4 years ago, they do not care how hard it was for vets, they are tired to hear about that I guess. During their first, critical hours in EL they want to have fun - if it is no fun, they Alt+X
  4. Depletable resources and multiplaying

    Implementing - same as with tailoring, engineering, ranging ..... All the games do that, same have been done in EL in the past. Even one skill per year would be enough I guess. Handling - agreed, way more difficult. As example, it could have been way better for tailoring (making clothes destructible or to wear off over time) and ranging (adding more ranging targets with large amount of HP and nice drops) in my opinion , that would bring a new life to those two skills.
  5. Depletable resources and multiplaying

    Exactly, a periodical skill updates geared mostly toward new players would be great for the game. The reasons for that are twofold - firstly as many recent examples show old playeers hate changes and are mostly interested in maintaining status quo (generalization, but I'm sure a good one), secondly only a very small percentage of new players has a mindset "oh what a wonderful game, after a year of grinding I'll make it to top 100 !". Indeed, adding a new skill wisely is helluva job and not an easy task but it would make more good for the game than 5 updates for veterans they will criticize anyway. Also the problem is that most opinions that reach developer's on forum or ch 6 come from veterans, and often are totally biased. Perhaps a survey on IP would be a good idea, asking new players what they like and what not.
  6. Depletable resources and multiplaying

    As I understand the main focus these days is to retain new players in game (pls correct me if I'm wrong). If this is the case, both suggested changes will possibly have just the opposite effect in my opinion. Allowing to multiply will certainly increase a number of alts, but majority of the new players will leave as soon as they realize that in order to accomplish anything significant compared to the older players they would have to run an army of alts. From what I'm seeing and hearing from new players, they find EL already too time consuming in comparison with rewards/progress rate. That's mostly why they leave to the games where they are getting instant/faster gratification for the time spent. If depleting resources causes the time needed to accomplish certain tasks longer than it is now, this will only escalate a problem. Offtopic: In order to retain new players in game I'd suggest to: - add a map with a storage, accessible only for low levels (up to 21 OA), "between" IP and WS, safe, small, abundant with resources and low level creatures - add new items that can be produced at low levels and useful for all, for which ingredients can be found only on the map mentioned above - add new skills, to give new, competitive players to be able to come into being and get high in rankings (remember that old players will still have advantage of posessed resources so it is not going to be easy but more doeable than let's say a/d) - restrict chat on the newbie channel to new players and a group of players dedicated actually to help them - focus on small events on IP and new map geared towards new players just my 2 cents ;-)
  7. Depletable resources and multiplaying

    I suggested to discuss what feasible limit means and set it on a level that suits the game the best. In my case I would be happy with 1 char per IP, but 2-3 per IP (even if run on 2-3 real/virtual machines) would not mean any harm to the game I think. Players who are dedicated enough to play the game in such a way deserve some credit for their efforts (I'm sure they can do much more significant for the game balance things than just playing 2-3 alts anyway).
  8. Depletable resources and multiplaying

    sweet. we l33t puter nerdz will have an advantage... as we should. Meh, if you quote, quote fully (add also limit of account per IP I've metioned).
  9. Depletable Resources Poll

    The impact is quite visible I think - as of today at 9 am when I've logged in -> less players than bots online. On topic : After thinking it over thoroughly I have voted NO to the proposal at its current form. I would like and support this idea if it was accompanied with some benefits. I believe making resources depletable should be combined not only with removing mini events but also with increase of harvesting speed. An active (and non-afk) player who knows harvestable deposits on various maps should be able to move from depleted tile to another one and harvest same amount per hour as it was before mini events introduction. In my opinion harvesting has currently reached a stage where making it even more time consuming would not be acceptable to me. With virtually millions of harvestables on my counters I can safely say it is not about my lack of EL work ethics lol, but rather about understanding individual's boundaries where playing and fun ends and grinding and frustration starts. I understand this is very individual thing and I speak only for myself, I'm sure some others will just sigh and adjust.
  10. Depletable resources and multiplaying

    Depletable resources work great in other games but there is one catch - none of those games with depletable resources I know requires such amounts of raw materials to accomplish simple production / leveling tasks as EL does. EL already requires enormous number of repetition of certain tasks to reach goals at the higher level, so I'd be very careful about setting depletaable resource limit below acceptable minimum. Fortunately it seems to be quite easy to fine tune. Since the decision has been already made, we'll see how it works in practice (however I do not really think EL can benefit in any way from making harvesting to require even more work as it requires now). Multiplying - yes, but only if: Additionally, there should be a limit of characters from 1 IP alllowed (with some exceptions for families playing together perhaps).
  11. Selling Magic Removal Stone

    As title says, selling Magic Removal Stone. Start price 300 kgc BIN price 350 kgc Auction ends Sunday 20:00 GMT or when BIN price reached. Please leave your bid here, happy bidding.
  12. Selling Magic Removal Stone

    Sold in game for BIN price, auction closed.
  13. Channel 6 "Evil" discussion

    That's a proof that at least some things in this Universe remain constant and never change, that's great for a comfort of stablity \o/ Thanks G0d for #lc command
  14. Gatherer Medallion

    Well, it would be good to know as well what are the plans for existing speed hax potions and their basic ingredient - Leonard fur. Perhaps for a short period of time a NPC could have been set up to buy these potions that has already been produced (to allow to get rid of them and get money invested in MoP's back). As to Leonard fur, I hope it will get some other use soon. As to the idea to pay for things that are going to be implemented, this is very promissing, but providing that players will have an influence on what it actually is. Such approach would make both players happier and remove more gold from the game. As example, I'm sure that many would have paid gladly for 100-120 a/d instance being added fast.
  15. Selling 10 EFE

    I sell 10 Enriched Fire Essences for 80 kgc. Leave a message here if interested or catch me in game, thanks.
  16. Selling 10 EFE

    sorry, sold already.
  17. Selling Animal Removal Stone

    As title says, selling Animal Removal Stone. Start price 300 kgc BIN price 350 kgc Auction ends Sunday 20:00 GMT or when BIN price reached. Please leave your bid here, happy bidding. BTW, still selling what's left HERE
  18. Selling Animal Removal Stone

    Stone sold for a BIN price in game, auction closed.
  19. Bunting Arrows

    Well, the problem why Mare Bulangiu is not being killed on sight is in my understanding low profitability of such heroic act. If there was a chance to get a drop(s) attractive enough from that creaure, I'm sure more people would be willing to fight it, even on a single combat maps. For this reason an idea of special arrows that possibly even raise a cost of killing MB is not going to do anything good in my opinion. As to the ease of killing it with ranging (putting fun aspect aside) - as you say, technically it would be simple if it was pinnable, it would cost me roughly 1700 training bolts to kill it when nicely pinned, so 17kgc. However, if you add to that a risk of dying while trying to pin (rostos), a risk that drop will not cover the cost of bolts, that there is a risk of the kill (and the drops) to be stolen at the end of shooting, a need of sharing a drop with other rangers/fighters, as well as a cost of getting ranging levels sufficient to kill MB with that amount of bolts, it is not that easy as you think.
  20. Small storage sale

    I sell (where price is not given I'll accept a reasonable offer): 20k Gold Ore - 60 kgc 85 gold bars 4 wolfram bars - 11 kgc each 4 seridium bars 1 mortar & pestle 7 nail 3 ring mold 5 carving knife 4 saw 3 modable steel two edged sword 3 titanium/steel alloy short sword 1 rapier - 23,5 kgc 1 eagle wing - 24,5 kgc 1 elven bow - 95 kgc 2 crossbow 7 iron helm - 220 each 1 wooden shield 9 augumented leather armor - 180 each 2 steel chain mail - 750 each 9 steel shield - 400 each 1 iron chain mail 82 augmented leather pants - 90 gc each 32 leather boots - 80 gc each 3 2 titanium chain mail - 5 kgc each 1 steel cuisses - 26 kgc 1 steel greave - 25,5 kgc 1 steel plate mail - 57 kgc 3 black dragon scale - 7 kgc each 15 ring of mana destruction 650 550 ring of disangagement - 85 gc each 1 physique removal stone - 20 kgc 2 coordination removal stone - 15 kgc each 4 enriched magic essence - 8 kgc each 50 potion of cold protection 200 creature food 40 potion of speed hax - 700 each 50 potion of heat protection 1400 1200 potions of body restoration - 16 gc each 5 potion of defense reduction 900 800 potion of great healing - 170 gc each 3 potion of wildness 500 leopard fur 19 Leonard fur 215 white tiger fur 734 cockatrice feather 1 night visors - 55 kgc 1 cape of passive camouflage - 30 kgc 1 fox scarf 2 white red striped baggy pants 2 skunk hat 2 fur cloak 2 skull crossbones scarf 3 fur hat 1 red scarf 1 black scarf 1 black cavalier hat 1 blue cavalier hat 2 fur torso 1 fur pants 1 brown adventurer hat 1 red adventurer hat 1 green adveturer hat 1 black adventurer hat 1 black purple striped baggy pants 1 black buccaneer hat 1 brown tricorn hat 1 blue tricorn hat 1 gold tiara 1 purple robe 1 black tricorn hat 1 red tunic white shirt 1 wood handle 10 snare 638 empty vial 10 mule glyph 1 rope 331 yew 312 saltpeter 5 2 invasion token - 10 kgc each 1 silver ring 24 gold ring 1 book of titanium/steel short sword of ice 1 book of titanium/steel long sword of thermal Please leave message here or pm me in game, tyvm.
  21. Small storage sale

    List updated, still selling.
  22. Mini Harv Events

    That's a really, really bad idea. It might work to some extent in p2p games, but I will let you figure it out why it is dumb to implement it in a f2p game. I'm just playing such game, it's f2p and works okay (that's the player's, not the owner's view). We'll see later when I advance to the high levels how it is long term, as for a relatively new player it is very attractive and refreshing experience. In my dumbness I cannot see why it is so bad, so please enlighten me. Instead of calling ppl "experts" the discussion would be more profitable for everyone if we knew why someone thinks something is bad. If you had in mind a bunch of low level alts making gc's for sale or for main chars, this is under control by allowing 3 chars per person as well as by levelling system. BTW, every time you log in to this other game, there is a floating message saying that selling gc's and chars is illegal. They do have weekly banned characters lists where 90% are those banned were for gc and char sales attempts. They do run successful shop selling various stuff. The shop is not only web based but also accessible from the game, perhaps something worth looking into. I know that comparing EL to other games is not well received here, as well that if we do not like it we can always go play elsewhere, but the fact we still spend our time here trying to discuss how to make EL better proves that we still care, which is I hope worth to be encouraged rather than discouraged
  23. Mini Harv Events

    Well, as long as we fight outcomes not causes, we are doomed to failure. As long as trading gc's for $ is not illegal, all efforts to stop gold farming are inefficient. You can make getting gc's harder and harder and there will be still people selling, only the rate will be changing. The other outcome of such actions will be players base decrease (natural process of oldbies quitting and not enough newbies due to finding EL "too difficult" to play compared to other games). Entropy said he's not going to outlaw gc/$ trades so not that many options left tbh. The only idea I can think of to make both the game easier for new players and in the same time not lose control over the amount gc's that enter the game is to make drops from creatures inverse level-dependant, that is the lower a/d you are, the more gc's you get from a drop. It works well in other games, but having in mind recent suggestions high a/d players make to increase the drops rather than decrease, it will hardly happen. Talking about UO, a short story some might remember, quite instructive. Roughly after 3 years of running, UO has faced a problem similar to what EL faces now - keep veterans pleased or place emphasis on new players influx. Since UO was always p2p game the decision was simple - they have changed the game to make it easier for the new players. They have lost some veterans quitting but in the same time they have got so many new subscribers that the business started to flourish again.
  24. Mini Harv Events

    Isn't that true that each tile in Ultima Online allows to get only a dozen pieces of the resource, then you have to either wait for the resource to respawn or to move? It was at least the case years back when I was one of top 5 accounts on the Catskills shard before reaching all caps and quitting UO is not comparable to EL anyway, entirely different approach to economy and skill levelling.
  25. Mini Harv Events

    Heh, there is a substantial difference - as far as I know, no NPC in EL that gives loans .... It is all about work/time investment vs an outcome.
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