Jump to content
Eternal Lands Official Forums

hussam

Members
  • Content count

    1016
  • Joined

  • Last visited

Posts posted by hussam


  1.  

     

    I know mixers don't loose rostogols while they are mixing and they gain gc selling their items so I suppose Radu prefers the fighters to the mixers.... But many mixers have bots where they sell the items that mix, and pay the yearly bot fee so they support EL too. I think mixers are an important part of EL and must be supported so they can play EL as they want (mixing and creating items for another players). I think NPCs selling items is not bad, but it's not necessary to harm the mixers selling that items cheaper than the ings. If changing the prices in the NPCs is not a good idea, why not selling rare ings (bindings, serpents, enriched essies) in the NPCs for a fair price? If the price is enough low, the mixers can mix and sell the items and the price will be under NPCs' price.

    Yes, having an NPC with fixed prices for rare items, like binding stones and enriched essences, would help mixers. Will be a challenge to figure out at what level to set these prices though.

     

    At a level where a mixer can create the item from ings buying the rares in the NPC and the final price is under NPC's price and provide some profit too.

     

    At best, it should be equal to product price at NPC (10k binding + two wolfram bars = 40k sword) so final price can account for experience points and the chance for rares.


  2. Orc slayer used to be 20k because 8 years ago stones found while harvesting were considered 'free' items so turning them into an orc slayer (with the chance of a special sword) was not considered a financial loss. Unfortunately, this changed for various reasons (rarity of bindings, large game dynamics shifts, etc...).

     

    Even if you increase NPC prices, ingredient prices will just catch up and pass them again. This happened when Apala's Dorel task reward was increased. It is not a long term solution.

     

    If you really want to "solve" the problem, fix the reasons why ingredient prices are high.

    But I would say keep things as they are. It is not a perfect system but forcing a real MMORPG ladder at this stage may be too pervasive.


  3. New players don't need to worry about rostos for quite a while.

    Would you consider adding a cheaper item (either NPC or shop) that only protects helms and crowns? Those are the only items new players use while harvesting or mid level training (fluffies and feros).

    This way everyone has something to use that corresponds to their level, usage, and need.


  4. Why sell rostogols on a NPC when people should know on their own not to overcharge for them?

     

    Also higher rostogol prices make them less effective in protecting your items. While a 60k rostogol works well in protecting a Crown of Life, it makes little sense to carry a 120K rostogol to protect one.

     

    A 250k rostogol is completely pointless for titanium plate sets or below.


  5. Unreal Engine and SDL2.

     

    SDL is a multi-platform abstraction layer over OS multimedia and input capabilities (and networking as well). SDL2 has wayland support so a more viable choice on the long run if you wish to support Linux since x11 will eventually start to fade away. An alternative to SDL is SFML.

     

    But you will need a full 3d engine either way. Among the popular ones are Unreal Engine, Unity 3d, and Allegro.


  6.  

    Perhaps change it so if you break the tailoring item outside DPa while fighting any creature (but not player), you get only tailoring points+gcs.

     

    And if you break the item in DPa while pvping, you get a/d points reward in addition to gc+tailoring points.

     

    That may satisfy everyone. People who just want the tailoring points don't have to risk getting PKed. People who want the additional a/d points reward have to go to DPa and risk getting PKed.

    Or just Cast Mi... like everyone has said Like really how hard is it to just keep Mi up and not flee....

     

    I agree with you and I'm not protesting against PK nor am I suggesting allowing people to use other pvp arenas. I also agree with everything Wizzy said in this thread. Nothing is forcing people to do the quest.

    I was simply looking for a compromise after reading Darrock's post since I very much respect both their opinions.


  7. Perhaps change it so if you break the tailoring item outside DPa while fighting any creature (but not player), you get only tailoring points+gcs.

     

    And if you break the item in DPa while pvping, you get a/d points reward in addition to gc+tailoring points.

     

    That may satisfy everyone. People who just want the tailoring points don't have to risk getting PKed. People who want the additional a/d points reward have to go to DPa and risk getting PKed.


  8. Since it is likely that this quest was implemented to add a market for tailoring items, change it so that the NPC only takes the items instead of asking you to break them, gives you gold coins + some tailoring experience points. Then remove the a/d experience reward.

    The gold coin reward covers the tailoring item price so this will encourage more people to do the quest and will increase the market for tailoring items.


  9. Perk Name: /sbin/init

    Description: Cannot be killed. Doesn't take damage what so ever. Perk can be toggled on and off with some command similar to igitd.

    Uses three action points per second while it is toggled on regardless of whether you are fighting or not and then automatically toggles off when you run out of action points.

    Cost: 10 pickpoints and 200k gold coins.


  10. They don't have the power to organize player hosted contests? Not only PKing, there are many other kind of events players can host with little or no support from the mods. What power do they lack?

    This is pretty much the smartest reply posted on this forum in a very long time.

     

    Sadly, the problem is the lack of community spirit. That part died 4 or 5 years ago. It was never radu's fault regardless of how people tried to put it. Everyone put their own needs above the benefit of the community and the game.

    There used to be player organized events at Christmas, Halloween, etc... Apart from the raffle, none of that exists anymore. Eventually the only source of entertainment left was invasions/instances. Depending on ONE thing for entertainment is a bad thing because you can't that one thing every single online moment.

    Remember when people used to get excited about ideas like this?

     

    It's the community's fault and not radu.


  11. After a bit of playing around (failing to get any indication of a disconnect from the network functions) this looks like a viable combination:

    A "#relogin" command (or similar name) that does a test "#ping". If it does not get a response within a set time, the client enters the disconnected state and will attempt a reconnect after a key press (as is normal when in that mode). It's only a minor change so I could commit it when I've cleaned the test code up a bit. What do you think?

    That would be a great change for some players like myself with occasional unstable connections. Thank you.


  12. idk I can stay logged in (and afk) for days without gruing.

    He's not complaining about gruing itself. The issue here is if one 'lane' in your connection has issues (for example packet loss on uplink), you can lag out and the client cannot tell quickly that you are offline because of long timeout period. In other words, the client doesn't know yet that you are offline.

    So at least on Linux, the grue message may sometimes literally never ever appear until I disable the network interface completely and re-enable it (even though I am not behind a router and I have a static external IP address). The client will then notice that I am not online and bring out the disconnected message.

    Somehow, especially on Linux, the client is waiting for the server to tell it you disconnected and so it can take long minutes before you get the disconnected/reconnect message.

     

    And as Vino said, we have no manual re-login option.

     

    Maybe at least make typing #ping give us an option to relogin if the resultant latency goes above 60 seconds?

     

    Or a #relogin option that logs us back in if there is a connection to server and the server says we are offline. The same command can say "You are already online" if the server says we are still online (to avoid usage spam).

×