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hussam

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Everything posted by hussam

  1. I am skeptic and the only places where I see variation are degrade and a/d. There are bad cycles and good cycles. Mixing is pretty much constant. I took skeptic when I was power leveling crafting and I needed the stability and I felt it helped a lot.
  2. I have two suggestions: 1) Make each 6 rationality increase the distance from which spells against creatures (not players) can be cast by one tile. 2) Add an option which can be toggled on and off so when I click on a creature and it is too far, my char can walk to within a square or two of that creature without attacking it. The maximum distance through which this is possible would be 1.5 or 2x the current distance from which I can attack things. This will probably help new players in their hunting of rabbits
  3. Something is locking your sound device. Try running: "padsp el.x86_64.linux.bin" or something. does sound work then?
  4. Which version of nvidia driver? Do you have a mix of 32bit and 64bit libraries installed on your machine? Which binary are running? the 32bit or 64bit version? in a terminal, type: lsmod | grep nvidia if it returns "nvidia", you are running the proprietary closed source nvidia driver (which you want). if it returns nothing, you might be running the free open source driver (nouveau) which doesn't always work. You can check by repeating the strep above but with nouveau instead nvidia. If you are using the closed source nvidia driver, also what does "cat /proc/driver/nvidia/version" return? For sound, run "padsp ./el.something" instead of just "./el.something" (prefix the command with padsp).
  5. new server

    My ISP, whose internet backbone is a flock of seagulls, updated the dns cache in less than 30 minutes .
  6. The drawback is a mere side effect of the astro mechanism (more harvesting events being treated as a positive thing) and not some sort of penalty for the CoS perk.
  7. Maybe change the mechanism behind harvester medallion breakage from astrology related harvesting events frequency to some separate astrology-independent factor. For example, harvester medallion can have a chance of 1/xk to break every time you harvest regardless of astrology and it would not be triggered by harvesting events.
  8. At the moment, child of stars cancels negative harvesting astro. Negative harvesting astrology means less chance for random harvesting events. When you have less random harvesting events, you are less likely to break a harvesting medallion. When you have positive harvesting astrology, mother nature grants you more harvesting events and you are more likely to break a harvester medallion.
  9. Too many high level Armors in Game

    Well they created the current prices which you think they are adjusting to
  10. Instanced invasions (invances) rules. + Hellspawn

    With MM ring, it's walk out of UW (30 seconds?), use a MM ring, walk back to Ilie (another 30 seconds). That is a maximum of one minute to get back. Now hellspawn is supposed to get triggered around 20% of the time. The chance of this happening 10 times in a row is extremely unlucky. Most people restock around the end. So if someone disappears for 10 minutes, he or she will likely miss the end of the invance anyway.
  11. capped invasions

    Another approach is to make make map a/d capping (like DP arena) runtime configurable. Not sure if it is currently like that or not. Only radu would know. Then radu can cap a map at 100 without a server restart and do an invasion there then remove the cap once the invasion is over.
  12. Since they are likely to exceed the price of CoL soon (NPC sells CoL for 100k) and, if I understand correctly, have a higher breakage chance than CoL, how about decrease their breakage chance to a point where the "extra price + armor/life/mana bonus" of helm is worth the difference between helm and crown prices? (This is assuming that their breakage rate has not been already reduced to accommodate the price increase). Note that this is an instance drop item and cannot be manufactured on demand or bought from NPC (NPC items more or less put a soft cap on inflation). If this happens, the RDHoLM price can safely increase and CoL will be the "cheaper" option without the armor/mana bonus. In an alternative system, no item should last as much as the current CoL does but they should be cheaper to replace. But since we have a unique system, I would guess decreasing RDHoLM breakage rate would give it better value in the correlation with its increasing price. Again, this is all assuming that the breakage rate has not already been reduced.
  13. Too many high level Armors in Game

    I think that would be a very bad idea. NPC prices provide a cap. On the contrary, more items should be sold by NPC. Roman, you should be looking at things from everyone's point of view. Titanium sets are good and reliable training armor. If you remove them from NPC, you are killing the intermediate players who need the cap. Without NPC prices, only the top level people can buy things. Same thing is with HEs for example. New to intermediate buy it from NPC for 9gcs each. Top players can't care less. They buy it for 10 to 11 or same. These are the same people who buy dragon sets. That's why NPC doesn't sell dragon sets. If you remove price caps to satisfy your own game but hurt the common player, you are hurting the economy. Greed is a bad thing. There is already a lot of work for manuers due to daritha.
  14. they will buy for higher than npc price just like they do for health essences. antisocial perk has a negative effect on the economy.
  15. Every two days sounds good to me. You can label them "Tailoring trainer NPC", etc..
  16. Possible Invance Rehab?

    Removing reward in exchange for softening the armor/weapon requirement sounds like a good compromise. But will people still go? Maybe the question should be: What would make you still go to invances if your team mates were not wearing enough armor (less chance of completing the invance) and if the experience was less or removed? Another option is to treat it like instances where you cannot come back without a rostogol but then allow low level armor/weapons regardless of level. There will actually be more rostogol donations this way. Someone in low level armor is more likely to die. For reasons Raistlin mentioned, I don't believe softening the gear requirement should happen without decreasing or eliminating the reward. Otherwise, this would become even more free experience.
  17. Possible Invance Rehab?

    Not going to vote but here are my opinions: Keep the reward but make it half. Add a bonus experience per kill. For example, if a monster gives me 100/90 a/d points per hit/dodge, the bonus reward would be 1000/900. Remove many of the low HP monsters and add ones with high HP. Add more boss monsters for each level. That means for the 60-80 range, add some 65 a/d monster that has 30k HP. They will need to cooperate to kill those monsters. Dramatically increase the range of harm spells in invances (only in invances). Mages will be able to help from distance. I honestly think this will make things more enjoyable. Make CoM half the mana in invances (only in invances). Initial high mana is only useful so much. It is the rate at which mana is used and effectiveness that makes a difference. Once the first monster spawns, make the inside of the fort a PK area with a 30 second warning period. If you afk inside for more than 30 seconds, you are PKable. Keep the high armor requirements. Low level armor removes the need for rostogols.
  18. Google is a bit aggressive these days. I updated my phone to Android 4.4 (kitkat) yesterday and I found google to be getting really tricksy with the privacy invasion stuff.
  19. Whats your Favourite song at the Moment?

    http://www.youtube.com/watch?v=bvDKUwqNcyA
  20. Whats your Favourite song at the Moment?

    http://youtu.be/wsWny6nOqqE
  21. Poll - New client update?

    the memory leak fixes alone deserve a new official update.
  22. Not really. New players want one time quests that give a full level. They want satisfaction at their current level. Best way to keep new players is to come up with things that give them the same sense of achievement that high level people get. For example, in 30s and 40s a/d invasions, add a very easy monster with 6K HP that only has 30 a/d. New players will feel pr0 when they kill it in a group and they will be more motivated to stay. They will use HE/SRs, etc.. and there's your gold sink. If you haven't noticed, new players are not interested in 3x school days, invances, etc.. They do haidir daily because the satisfaction of completing a quest task makes them feel pr0. Edit: BTW, I personally have nothing against your suggestion since everyone is entitled to their opinions and suggestions But I think what you are asking for is something we already too much of and your targeted audience (new players) are unlikely to be interested.
  23. There are already so many ways to buy experience points or get it for almost free so no. The game needs more challenge and not more easy experience.
  24. There are still some combat possibilities in EL that are not yet explored. So far we have the MLF that cannot be ranged. We have that blue dragon that is 'intended' to be ranged. We have the nenorocit that can only be killed with engineering explosive items. I would like to suggest the following: A monster around 170 a/d that is almost immune to all kinds of damage (physical/ranging/thermal/radio weapons, etc..). It can only be killed with harm spells. So imagine someone tanking a 170 a/d monster with mages around him or her harming the monster to death. This gives mages a bigger role outside PK in EL and it makes them useful in invasions. It also offers more variety to what people can contribute to in invasions. I have a few similar suggestions for more combat variations but lets see if this one makes sense.
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