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piojosnos

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Posts posted by piojosnos


  1. Voted "yes"

     

    +1 for anarchy and chaos, I almost don't play anyway since the last harvesting refu... err refactor :medieval: (even do I think "no" w/o the completely unnecessary and non polite omfg, will ruin teh game!!1! would be better).

     

    What if there were a max amount of harvesting at any one spot set to an IP address instead to the whole game? It would completely wipe out alts used to harvest and large group parties could still harvest without stealing others Harvestables. Would also solve the family problem because they could still all play they would just have to do different things at any given time which shouldn't really be a problem. This way there could be no 'serping' of harvestables that could be complained about. The respawn time could also be set for longer to encourage players to work on more than one skill and also to encourage trading.

     

    Pro-idea IMO! If there will be depletable resources I think this is the best way to do it w/o annoying the players too much. I support this 100%

     

    cant say im thrilled with this, depletable resources ok its a nice idea but the alts i dont think is cause people will make like 4 alts and go to 1 resource say silver ore in mm and deplete it then move onto another then another an just hog it all and sell off for insane prices but well wait and see what happens when its added

     

    That is an issue, but we can make rules against camping at resources. Very easy to detect if players from the same IP do that, then I can make it so they can't harvest for a few hours.

     

    Instead of having the counter on the resources, would it be possible to have them tied to the player ?

     

    ie: player A has a hourly/daily harv limit at a certain spot, when that limit is reached they have to move, would stop ppl with multi alts depleting resources and also would negate problems with time zone differance

     

    Nice... that sounds like police state... keep moving, keep moving! there is nothing to see! (sorry, don't know if that is the way police says in english) if you just sit down AFK a bit besides a resource you will look like a suspect of camping and will get a penalty of a few hours w/o being able to harvest... well just read the "players from the same IP" so may be I'm wrong here, but any way I could not resist to make the comment.

     

    @ conavar, pro-idea again, mostly the same spirit of ArchimedesI one ;)

     

    Well, I am working on my 4th degree right now...but you have made it apparent that my input is not wanted. Managing multi-billion dollar corporations and doing advanced research in Keynesian Economics, would in no way give me the qualifications needed for input on how design a micro socio-economic paradigm for an encapsulated macroeconomy on the scale that exists in EL.

     

    Keynesian Economics???? ROFLMAO.

    That's the funniest thing I ever heard recently. No, I would NEVER, EVER take advice from someone who believes in that crap. I'd rather go the South Park way and divinate using animals than to follow that pseudo economic garbage.

     

     

    Obviously you don't know what Keynesian economics is.

     

    For the uninitiated, it is a moderate macroeconomic theory that favors neither supply side or consumer side economic and fiscal policy. It is balanced and favors equilibrium, as opposed to creating either traditional capitalist or marxist imbalances. It is ideal for an economy like EL.

     

    No, it is an economic system where the state interferes with the economy by changing interest rates, having stimulus bullshit and so on. The Obama-Paulson-Bernanke crap that led us to where we are now.

     

    The really crap and what really is f%&ing the world is the freaking capitalism in the way it's implemented that does not let us breath... Yeah, free market let's make profit, MORE, MORE!!! does not matter if we pollute the world. Yeah, we need oil, let's invade our neighbors that have enough, why pay a fair price if we can put some marines there and get it cheaper, who cares if we kill people for it? (and I also forgot the let's make the rich people richer and the poor poorer).

     

    @ IngalfTass, may be I don't know well Keynesian Economic Theory, but it seem an interesting reading... Thanks for the suggestion. Be sure I'll read a bit in free time :icon13:

     

    @ Radu: What happens to you? I really think you should at least stop insulting your clients (err, I mean players). What a weird way to make business, give the game a really bad image and make people go away from EL instead of keep them in-game (remember one of my last suggestions, Philip Kottler / Marketing books?). Don't you think people can have different believes from yours? Don't you thinks people believes have to be respected? Currently I'm a bit Socialist, and YES OMFG I'm from Venezuela, the land of the ebul Chavez! Now please, insultme about it...

     

    The sad thing is that what IngalfTass said about some good people leaving is really happening, some of my friends have left, I almost don't play anymore now, and I've seen other good friends telling me they are planning to quit... it's sad to hear comments from good friends telling you they "think EL is on decline" and they will quit, it's sad to see all the time and effort invested in the game go to hell...

     

    Sure and while he puts that in why not add in RANDOM monster spawns.. you know so they don't spawn close to same place they were at.. that would make game play more fun also..... OR OR OR... make less spawns.. and make monster much fewer.. now that would be FUN and NEW also :D

     

    NO MORE hardcore training.. sorry but 1 spawn of 1 certain monster up at a time :D (like 1 ogre per map, 1 of another and so on)

    Then run around and find the next spawn of that monster..

     

    TRAINING would become even more FUN and NEW .. don't ya think????

     

    LOL, this made my day. I think I would even pay to see it implemented... can you imagine? It would be really fun for fighters to really run around to other unknown map/location each time they kill a monster. Or better, why not put mini-events for fighters: "Ogre has disengaged, you won 14 attack xp", "Cyclop has dissengaged combat, you got 4gc"

     

    Any way, thanks for the thread, had time with out the fun of reading such a dramatic one... the forums were a bit boring, and sorry if the post pissed off any one, I was not going to post any more since the last harvesting refactor but I could not resist B)

     

    Well, I only have left to say good bye in advance, just in case I might end in the same place where Cyberwulf and GoodDay2Die ended. Or worst in case a lighting just hits me in the moment I push the “Add Reply” button. But reading what those banned players wrote, and what some other players did I think that if you (Ent) want to be fair you just will need to ban half EL :P

     

    Enjoy,

    dmi


  2. I really don't PK, so no opinion about KF ND. I thing people enjoy it a lot so I think it should remain ND.

     

    I do miss the free mercury.
    I'm not a pker, but have always had fun running through KF from votd to dp or vice versa via the merc spawn - just to see if any pkers will chase me down and try to kill me.

     

    Just a shame about the merc spawn

     

    I also miss the mercury, not because it was free (didn't care about that), but just because of the fun of getting it with out being pked, it was a challenging nice way to release some work day stress :P


  3.  

    Lol, very funny, sadly most true.

     

    Personally, I'd love to see a quest spark off an auto invasion, or perhaps teleport the player to a solo instance, but again, we will have to see what the quest programmer can do with the tools given.

     

    Yes that would be great. Also teleport you to a wierd place full of monsters that you have to avoid (or kill if you can) to end some where getting a key to unlock exit. Each time you die you start at the beginning of the maze (may be you don't loose stuff in there when you die... of course you can quit whenever you want (trough an NPC near of the beginning or something) but of course if you do all EL will receive blue spam

     

    #Message from god, n00b dmi ran away from maze :P

     

    Also would be nice something like leonard but a bit lower level in c1...


  4. By the way, I've just got mail:

     

    Hi,

     

    Thank you for contacting EVE Customer Support Service.

     

    Actually, it is possible to mine while doing something else, however, you still have to be aware that you need to be careful with the NPCs which can kill you when you are afk, or even players that like to attack defenceless ships, even if they have to suicide themselves to do that.

     

    Apart from the risks you are taking by not watching the game, as long as you don't use any macro, it will be fine for us.

     

    If you need any further assistance, please don't hesitate to contact us again.

     

    Best regards,

    GM Lovakat

    EVE Customer Support Service.

     

    Of course it has it risks, but seems reasonable...

     

     

    Edit: reasonable like invasions risk in EL...

    Edit: about UO http://www.uoex.net/forum/viewtopic.php?f=...mp;p=9044#p9044

     

    Most of the farmers made money by selling to players, not to NPCs. However, this does cause inflation, because the players are making finished goods with those items and sell them to the NPC.

     

    Sorry, I was writing my previous NPC price decay post at the same time you posted this. May be a decay price can be settle at the NPCs buying goods too? But I think decay there should be recovered a bit faster may be not months like harvestables but days? Don't know, but I still think it's a good idea :P


  5. 2. Put a daily cap on the gc that flower shop NPCs and titanium buying NPCs pay out per player. (which I know can be abused by simply creating more alts to harv with, which is why #3 would be needed.)

    As you said, that won't really work. it would only affect the honest players.

    i was wondering, if that is really such a bad idea (to stop goldfarming).

    I mean lets consider the extreme case, where the NPCs dont buy flowers (and titanium) at all:

    What exactly would happen?

    The only thing i could see as an issue affecting honest players is the fact, that newbies make their first gc from selling flowers to the shop (at least i did that in the beginning). But even that can be fixed easily.

    So is there another aspect which i dont see here ?

    Ofcourse i know that some people prefer the easy lupine bush over other ways of earning gc but is that really the way it should be or is meant to be ? :P

     

    Yes seems that some people prefer easy lupines for earning gc over other resources, in fact, I've seen lot's of players and guilds make lot's of money that way. I don't know, but I really think that it's not the way it should be, I honestly prefer to do/mix/harvest other things, what's the point of farming tons of flowers to get just gc? What is the experience involved there? But that is just my humble opinion, so lupine->gc farmers please don't flame me. By the way, I've harvested tons of lupines but to make WEs and potions. :P

     

    About the idea of capping the amount of resources NPC buys I think it looks like a good idea... But I think this one would be even better:

     

    Instead of a cap, let's make the NPCs buy each harvestable a bit cheaper than the last one (1% cheaper or something like that)

     

    For example, at the beginning (for a newbie) the NPC will buy the first 10 lupines at 10gc each (so wow, a nice way for newbies to make 100gc, good and motivating start). But the next 10 lupines, it will be bought from the NPC at 9gc, and this way over and over, until the price decays too low to be profitable (something like 0.01gc each lupine).

     

    This can be done in a per resource/per player basis (I don't know if it's implementable, but as a SW developer I think it should not be really big deal). This way, each new resource you can harvest will give you a nice amount of gc (which would be a great incentive to harvest new stuff), but with the time, the most you sell some item to the NPC, the less the NPC will pay for that item... The price can increase with time, for example, if a player more than X months does not sell lupines, then the NPC will buy again at 10gc, and the decay process begins again.

     

    I think this will certainly stop gold farmers, because no matter how many alts you have you can't get high amounts of gc selling harvestable to the NPC. Well in theory you can have hundreds and thousands of Alts, but come on, you should be able to ban some one with more than 15-20 chars, don't you? Also in theory you can cycle trough almost all resources in game, but the amount of gc you can make this way will have a well defined ceiling. This won't hurt newbies cause they will get reasonable amounts of gold at the beginning from harvestables which might motivate them to keep playing (Easy at beginning, hard once you are hooked).

     

    This of course should help a lot with inflation, cause the amount of gc entering in-game from the NPCs with out something in exchange would be a good thing.

     

    Of course, gold farmers can always sell some harvestable (like silver ore) instead of gc in exchange of $$$, but this way is still a much difficult way of getting $$$ for the gold farmer because it will be related to the demand of certain harvestables that will for sure be much more limited than the demand of gc, especially when most of the gc buyers seems to be fighters (I believe, not completely sure). I don't know, this last point have to be evaluated well to see if the strategy might be effective.

     

    Ok, that was the constructive part of the post...

     

    <now the bitching and complaining :P>

     

    And about lower goals... sorry, no thanks, I don't like mediocrity, and there is a difference between the word challenging and very boring, so if I had the goal of making 13k moon meds from scratch I really won't be happy making 9k, and you know how many ingredients it took to make them... that's just frustrating, and a game is supposed to not be frustrating. And don't tell me that in RL you some time have to set lower goals, or tell me any BS about management and goals (Read my previous paragraph about RL).

     

    So basically, if you make a goal out of making 5K hydro bars in a week, I have to chang ethe game mechanics to allow you to do so, because otherwise you'd have to settle for the realistic mediocre goal of only making a few hundred, right?

     

    No, that would certainly be different, I would never ask you to change the game to allow me to make a certain goal. In fact you underestimate me believing I can think in such a basic way :brooding: What I'm saying is that a goal I've already set will just be much more harder, and that can be very frustrating. Also, even tough EL is already hard and I've accepted that from the beginning there is a limit of how hard can be a game I'm willing to play, and also other players.

     

    In fact, chatting with new players I've helped they are usually amazed at the beginning with the amounts of resources I say them they need to harvest to reach some certain not so high level and some not so hard skill. I've seen how amazed are players that barely have made 1000 FEs when I tell them I've just finished a project to make 12-15k... much of them say there is no way they will made such a big quantity of FEs, and many of them have quit and never I've seen them again :(

     

    Also about your last comment it would be nice to move a bit up the level of the discussion and stop failing in so basic arguments as the last one you have said and some of others you have said (I admit I might have fall low too, just cause the annoying these mini-events are for my playing style).

     

    But at the end, the fact is that you have a certain considerable amount of players that are completely unhappy with the change, to the point of having "quitting feelings" (some of them might really quit, some might not, I don't know yet about me), some that consider that the change is really annoying and some that really consider that the change will absolutely not solve the problems that were supposed to solve (and I think it won't), and for the last item (not solving the problem) I think there are good arguments supporting that in this thread.

     

    And also you have a bunch of good suggestions made with the best intentions (many of them which I consider are excellent) which aims to help you solve the gold farmers and the shop problem and help the game. Dang, at this point I would be happy to pay the gold-membership just to get rid of those dang mini-events (even tough something like that can be considered blakmail :P ).

     

    </now the bitching and complaining :P>


  6. Or perhaps you can set lower goals?

     

    Happens IRL too, until a few years ago people wanted to buy more and more using the equity of their homes. Now they struggle to pay the mortgage.

     

    May be it happens in RL too... in fact sure it does. but don't you think that people plays games to avoid and escape a bit exactly what happens in RL? What's the fun of playing a game that resemble creepy RL? That's why almost any attempt to compare with RL seems futile for me.

     

    And about lower goals... sorry, no thanks, I don't like mediocrity, and there is a difference between the word challenging and very boring, so if I had the goal of making 13k moon meds from scratch I really won't be happy making 9k, and you know how many ingredients it took to make them... that's just frustrating, and a game is supposed to not be frustrating. And don't tell me that in RL you some time have to set lower goals, or tell me any BS about management and goals (Read my previous paragraph about RL).

     

    In fact, I propose something, play your game a bit, create a player, and make the serious attempt to harvest (no mod super powers) all the ingredients for that... then let's talk. Made a serious attempt to level a char to craft 61 from scratch w/o playing AFK, buying GC, etc, and then tell me what do you think.

     

    It is all about work/time investment vs an outcome.

     

    Harvesting is the most boring part of the game, people don't play games to be bored.

     

    Exactly!!! Cruella and Zamirah FTW :D

     

    but I'm also bringing in a little money and a little more xp than I normally would.

     

    There is a point in the game where the impact of extra XP and extra gc is like 0.01% of what you really need, so it's useless. In fact, I was thinking as a way to protest to leave the bags with the 14-19gc extra GC in cave. Probably many players would be happy with that... :D

     

    May be it that gc amount and XP grew up exponentially with the harvest level...

     

    And by the way, in Ultima Online I certainly can do what we call here AFK harvesting in fact I've found so far one shard that allows it (And there are probably more). They just call it ALT+TABed harvesting (non AFK), for them AFK harvesting is fully automated AFK. I'll make a few questions more to finish clearing information and being 100% sure and then I'll post the URL for the thread where I've asked.

     

    Also Landes Eternelles also support it (tough I don't know if count being basically the same as EL). Inclusive, I think they event don't have the standard harvesting events... at least I've reached lvl 18 harvesing with out hitting the first :P

     

    Edit: 5-6 words more XD


  7. If I had a unique feature that distinguish my game from all the crowd I'd value and protect it.

    Oh, so you think that other games don't have it because it's so advanced that no one else though about implementing it, huh?

     

    No it's just because we think it's a unique feature that distinguish my game from all the crowd and that it had to be valued and protected :devlish: I'm 100% with that way of thinking Cruella. I've done some marketing along my life and it's a basic principle. Read a bit from Philip Kotler he have some nice marketing books that have helped me ;)

     

    As a side note - there are online mmorpg games where by using a special feature you are getting exp when being offline, so afk is not that bad :):)

    What game? Eve?

     

    In Eve seems to be able to do it (but I'm not sure) from posts I've read about people from cryptic discussions on forums about how to do it with their high tech ships and ships adds on (tough I don't like space ships games :( ) but patience, I've asked official sources for confirmation on this... I'm just waiting (hoping to get) an answer.

     

    Well, just to be constructive - I play just one character and I have compared harving my efficiency now with events to the one before the update. To be fully representative it should have been repeated a number of times with different astro, but anyway - my today's trial on iron (several hours) has ended up with 67% of what I used to mine in the same time.

    How about doing the same test while actually paying attention to what you harvest?

     

    Cause for many people it's just about defend legitimate (non gold farming) semi-AFK harvesting, for me it's irrelevant which is the performance paying attention while I get bored watching the grass grow. It's like defending a way of living in RL ;)

     

    I defended additional harvesting events because I have personal problems with certain gold coin farmers. One of these ******** even dared to PM tonight and I had to #ignore him.

     

    Lol, great, I hate a dang gold farmer, let's annoy as many as we can and hope he gets annoyed too :o

     

    Edit: some dumb typos


  8. Speaking of other games, did you find any where you can harvest afk?

     

    Well, I've still have not enough non-AFK time to made a full search, but sure I'll found a few, especially if you keep advising the search :)

     

    For me, this is unfortunately very negative;

    I play to 90%, in my work time and can not keep every 5 minutes an eye on the game.

    (Sorry for my English. I must translate with Google)

     

    And don't you think that Jesus was right when he said that you can't server two masters? :(

     

    Err... may be I have enough neurons to serve both masters? and Jesus didn't know what that meant back then?

     

    training after TS is not a lot harder, it is a bit more expensive but im really hoping that if radu changes the gc drops for at least dcw (especially a big change for mcw) upwards and cyclops(not a lot maybe to 50-60gc max) then then it will be no harder and more fun to train now than when we had TS. i trained on cyclops when we did have TS and i had pretty good attributes and still made a loss training them that i had to make up by making my own hes, i would even think that less rare drops (books and ti longs) and more gc would be favourable to clops trainers.

     

    This is way off topic. But... must... respond.....

     

    Hell yes it is harder! My xp/hour (and xp/hour for all ppl around my level of 112 119 AD) went down from 350K/hour to 290K/hour without TS on feros. Still feros, fluffs yesterday were even worse, 255K/hour.

     

    MCW rapes me so no option. DCW is similar xp to to Feros, just more dmg. 105 90 or 100 100 with def god is hardly difference.

    and you're complaining about xp?!

     

    Do you have ANY idea of how long it takes for a mixer to make 350k xp (Just what you make in an hour)? Especially if you harvest yourself the ings to try having some profit or don't loose too much money? And you still consider that fighting is much harder than harvesting/mixing? :D I wish I could make at least 100k/hour harvesting from scratch. And the mini events makes it even worst and more anoying, so that is why it makes non sense for me to keep harvesting. Fighters gets the fun and mixers gets the the boring harvesting, but still I like more harvesting+mixing, cause I could do it AFK/semi-AFK.

     

    The point is that ppl who already got those levels got them cheaper (training

    Back to the harvesting mini events: players with already high artisian skills got them cheaper then future people will get them. THAT is my point: all these negative changes (newest one being mini harvesting events) favour high level players.

     

    Sure they favor high level players... but they got compensated (at least a bit) with inclusion of some stuff (Tree Mushrooms, etc). My crafting/manu goals will be now much (but much) more harder than before, supposing I still consider they worth the effort to get to them.

     

    New player can now get more xp/hour than previous players due to mini harvest events as they don't just have 120 xp hits/hour.

     

    EL changes with every update, that's why some of us keep coming back to it and enjoy it. But maybe that's because some think of having fun playing EL instead of power leveling.

     

    XP and gold given by mini-events is 99.99% (just to don't say 100%) useless, no matter if you are a newbie or of you have harvest > 70. I'm just guessing, but at the end of the day I'll finish with 0.01% more experience and 0.01% more gold. Big deal! Or even worst, I'll finish with 30% less value in what I harvested because it took me just too many clicks and more time than before.

     

    And about of having having fun playing EL instead of power leveling I come to this (and may get completely wrong, but I'll try). What is your OA? "Segor" seems to be an alt cause of it's stats. So I'm sure you are a completely n00b (which I doubt) and in that case you don't know what are you talking about or you are an already leveled and very mature player so you don't care leveling too much from now on and can just "having fun playing EL instead of power leveling". I sure play for both, to have fun and level.

     

    I don't think this is even necessary. There just needs to be more content for lower-level characters. Maybe even items with a level cap on them (you can make it from level 30-50, for example) - then they won't just turn into grind targets for people at level 100.

     

    Yes, more content would be very nice. Specially for lower and mid-level players. I think there is a hole in the continuity of many things from low level players to high level players.


  9. Also, do you do any other skills in El while you surf the web? If not, why do you think you should be able to harvest?

     

    Yes I do.

     

    I do most of EL (except for fighting, and I'm not a fighter exactly) while I surf the WEB, work, watch TV or a movie, etc. As I've told before, that is the appealing of the game and that is why I do play EL and I don't play other games like this.

     

    I agree that mixing is not completely AFK but "semi AFK"... And that is just half of the work, and less than the half if you consider that a silver bar (just for example) has ~16+6+1+2+2+(food) EMU in ingredients, and there are considerable more quantities of clicks and time invested while harvesting an item than mixing it.

     

    So I think it's ~ 4/5 to 3/4 of the time harvesting and the remaining 1/5 to 1/4 mixing for me (at least it's my current subjective view). Now, for me it's acceptable to spend that 1/5-1/4 time mixing non AFK or "semi AFK" and the 4/5 to 3/4 harvesting AFK, but it's not acceptable to spend 4/5 to 3/4 non AFK harvesting.

     

    So I'm not able to do non AFK harvest cause as I've stated before and considering the numbers in my previous paragraph I won't spend 12 hours watching the screen every 5 seconds just to harvest enough ingredients to make 2k silver bars, which I will mix in 2 hours.

     

    I have friends that play other games and spends hours and hours completely and absolutely focused on the screen clicking like maniacs (I think they are crazy, but there is a difference in the way I play EL)... but for me that's not playing, it's just a waste of time.

     

    And for the record, I'm not "bitching" just telling something I really consider important in EL, at least from my point of view. And sadly, I'm beginning to think it's that difference with other games is allowed me to play for so long without getting tired of the game.

     

    My two cents

     

    Edit the following and typos:

     

    First time in three years I've felt like turning off EL.

     

    Personally feel the same here, and it's not just bitching...


  10. The mini events are a pain in the a**. I dont care about extra experience when harvesting or gold coins.

    All i want is the recources, nothing more.

    I hope very much there will be an undestructable medallion to wear so that the events dont effect you anymore..

     

    How about a perk analog to Skeptic. ??

     

    I would gladly pay 30kgc and get rid of the mini events.

     

    Count me in with any one of both.

     

    That was one thing that put Eternal Lands apart from other MMORPG. You were able to do other things in Real Life.

    These mini-effects force you to stay clicking and sit still @ the computer. Usually i would tell friends that el is good because you can

    play active (fighting/mixing) and passive (harvesting). That is no longer the case. I'm sad.

     

    Same here.

     

    Ok, too many people complaining, next update it will be one click per one item, as it is in the other games out there, and how it was in the old times.

     

    Come on, what are we playing here to? Are we kids? Why is the menace needed for? You want to make a click per resource, well, then do it, no matter how much I like and have enjoyed this game (and I really have) at the end it's just a game, and more than that it's just your game, so you can do what ever you want.

     

    But the question is, do you really want to make the game annoying for people? or do you want people to keep playing it? At the long term the more people playing, the better marketing the game will have, and that should represent more profit for you... I think that despite of the game being already a bit unbalanced and hard (prices / profit / fighting with a bone (instead of a sword) to level and god knows what else) making it harder and much difficult to play will not do any good to any one.

     

    I'm not a quitter, I really don't want to quit, but that mini-events are very annoying and a lot demoralizing for me, cause as it has been stated before (and not only by me) it hits very hard one of the very important reasons of why I play EL.

     

    And I know this has to do with the gold farming and with the shop, and your incomes and that you have to make a living, and I know you probably are mad and worry about it... but I really think there is no need for all this, there should be much better solutions, and many of them have been posted, suggested and discussed already on the forums.

     

    They make harvesting more of a challenge (especially for AFKish alts), and they're fun and I love the fact they're positive. Nothing wrong with paying attention to the screen for a bit of harvesting, or just giving up for a few minutes when real life calls. Now harvesting can be a more elite skill. :D

     

    It does not makes harvesting more challenging, it makes harvesting more painfully, it makes harvesting more boring, more complicated... especially with the high quantities of ingredients you need to make good levels on the game... should I continue?

     

    And now we have green day through out the weekend because of complainers.

     

    Guess I'll see you all on Monday, then.

     

    Yes, sounds like revenge :(

    Guess I'll see you on Monday too, may be I'll be able to see things clearly...

     

    Please, people, don't get mad at me, I'm trying to be constructive here, but it's being difficult.


  11. First of all I don't gold farm, neither I buy gold, nor I sell it, and I would never do it.

     

    But lots of my game play experience is based on AFK harvesting, while being at work, or at home watching TV, preparing a meal or doing anything else. There is a reason for that, and it's is that the game needs huge quantities of ingredients to level (And let's not talk about profit), so I really won't play *non* AFK while getting 40k sapphires to level just a bit of crafting (And let's not talk about silver), that would just be completely nuts and non sense for me (and probably for lots of other people).

     

    Make ~206 trips to sapphires along 24-30 hours while taking care of making my character harvesting again each 5 seconds and watching the grass grow (as some one stated before) it's not exactly my idea of fun.

     

    So I really think it's not that I'm playing the game in the wrong way, I think that the way the game is designed forces me and other people to play exactly that way.

     

    And sadly, I think the AFK way of playing is more a good feature than a problem, because I would never dedicate as much as 24-30 game play hours to harvest *non* AFK 40k sapphires, I have hundreds of better things to do *non* AFK than that. But I'm willing to spend the same amount of time and even a bit more to get those ingredients being AFK while doing other RL things. That is one of the appealing of the game, that is in deed one of the reasons of why I still play after more than a year. I can play without being there 100% of the time, just some clicks from time to time, so no big deal or no big waste of RL time at the end.

     

    And I can handle a bad astro day when I have normal events each minute, cause I know it's just a bad day... but this is like having a hell day every day.

     

    I really like the new mini events. Perfect solution to gc farming alts. Pr0 idea by Radu. :(

     

    Pr0 idea to do what? Make an already very difficult and unbalanced game even more difficult and unbalanced? I think the following suggestion from Marikei of having one char connected at the same time would be lots of times better than this one:

     

    Personally I think the only way he is going to have the income he requires to run this game is to limit us to one character each.

     

    Currently the game is so hard that the only way it's really currently playable for many mixers is harvesting AFK, or any one have any other solution to “harvesting 16k silver ore to get 2k silver bars just to get only a bit of crafting experience later?”. Or It's just an attempt to fix the gc farming problem making live annoying for lots of players?

     

    Also, part of the attraction of the game is that you can get the resources you need at work and use them when you get home. This is something to consider. If you don't consider this "playing the game", a lot of recipes may need to be toned down in the amount of harvestables they require.

     

    Yes, if we have to stop each 5 seconds harvesting then most recipes should be tuned to need less ingredients and also give more experience. That would be the only way this could make a little sense.

     

    Those events don't bring anything good, they only make harvesting even more annoying imo.

     

    This is to prevent from AFK harvesting, to fight against gold farmers so people will buy from shop instead of buying from players. But this penalizes people not selling gold and "regular players" too.

     

    I agree with ermabwed, this is annoying, i also think it will not help against gold farmers. The biggest goldfarmers are fighters, not harvesters. Do not forget this.

     

    Agreed, that will not fix gold farmers problems, that is the worst possible solution to gold farmers ever, the one that affects the more quantity innocent of people possible.

     

    Although I took advantage of afk harving (playing from PC at my office) I believe I can adjust to this

     

    I won't, cause my progress in game will be probably 10 times slower than now (and currently I believe it's slow enough), cause as I stated before I won't spend 24-30 hours non AFK just to get 40k sapphires, it makes non sense.

     

    And about prices going up... sure, count on it, there is no way I'll sell HEs, SRs and other stuff at the prices I sold them before, I prefer to don't sell or to make some deals with NPCs than to sell at the prices I did before to other players.

     

    My two cents.

     

    PS: I probably wrote this post a bit acid, so please don't take personally, it's just I'm a bit pissed off with my harvesting being interrupted ~ 100 times just while I wrote this post.


  12. I voted for "Yes" and "Yes"

     

    Considering the drive to get newbies to stay in-game, the only quests I think should be focused on right now are newbie quests, of the tutorial nature. That is, quests that get players started on various skills such as making fire essies, first heal spell, and such.

     

    I think this is very important. I've shown the game to many people and one of the first things they ask is "Are there many quests?" and I have to say, "well, not exactly there are a few, but not too many really".

     

    I think new players wants (and needs) quests. And I think that new players will stay longer (hopefully long enough to get addicted with the game) if it has more and more interesting quests. Some players don't get interested in the game cause the lack of quests.

     

    May be Radu/Roja once said "El will never be a quest game" but the idea is to have a good player base isn't it? It would mean more income for Radu/Roja (At least theoretically)... so may be more quest would help newbies to stay.

     

    Quests for the we've-been-here-a-while crowd, not so important. Maybe later, nothing against them. Just don't seem so important in comparison.

     

    I think those are important too in the long term... I would really like to play challenging quest that tests my hard earned skills and give nice rewards (and I'm not talking of gc or valuable stuff directly in term of gc). There have been nice ideas for rewards on this thread... for example, finishing some quest would give discounts when buying some things (like wine quests, the sand paper discount would be great), or would give some perks free of pick points and so on...

     

    ...but, the outcome of these quests, the reward for them, should not offer something that isn't obtainable through non-quest play style.

    Isnt that the way of life?

    Everyday somewhere someone does something that some one else doesnt like doing. And they usually get paid for doing it.

     

    This would make the quests more interesting... and it's happening right now... if I make the wine quest I can buy wine in bulk :icon13:

     

    I also think that the kind of quest's of make me 100 items of X and bring them there and then make 100 of Y and carry them here are boring, I think there should be a better kind of quests or at least some way to do that kind of quests more interesting.

     

    I think more quest getting coded "should" be more important than things like horse whistles, spell-over-head, random bag placement, etc :(

     

    More quest would be great for newer players to explore even more and hopefully keep them busier longer so they stick around and see more of what EL is about.

     

    Also quest should force players to learn more about skills! IE: Code it so that things needed for quest(that can be made) can not be just simply purchased but have to be made by the person doing the quest thus making them take more time/strategy/teamwork to complete. (Yes I would like to see quest that require more than 1 person to complete seeing as EL is all about working together)

     

    100% agree with this, specially the part of people making the stuff instead of buying it, and the part of need more than 1 person to do the quest :)

     

    I also agree with the people suggesting some way for players or not server related programmers to be able to help implementing quests. Some XML markup, some script language, or some kind of API, and support for the people to tests their quests in the test server without administrators intervention so that way quest can be written and then once ready reviewed by developers and integrated in main servers. Yes I know as a developer I am that XML or script support is a lot of work and probably there might be to change a lots of things in the server implementation, but I think it will pay off a lot in the long term (if designed carefully).

     

    Regards

    dmi


  13. Count on me, whenever I'm on I can help :P

     

    I agree with these:

     

    Or let the NPC give a list of registered 'mentor' maybe even divided into language rosters and/or skill rosters so the newby can for example decide to search a dutch mentor in the skill of alchemy. And then a list of names is given to him so the newby that want to learn will spam the mentor's instead of the mentors searching for a willing newb.

     

    Potential mentors can register or remove themself from the list as wanted.

    I think there should also be a rule that you can have no more then lets say 2 students at the same time. So the newbs will be helped more effectively.

     

    I think the NPC assigning a mentor in an automatic way would be the best, that way people don't have to be on IP catching the newbies. For example the newbie can ask an NPC to give him a mentor, and the NPC can find available mentors on.

     

    Also the not more than X (not sure about 2, 3, etc) students at the same time seems a good rule to me (it's quality what matters, not quantity).

     

    Also if a newbie does not log in some time (for example, 2 weeks), the player should be assigned to another newbie. Also there is the time zone thing, for example I play around 7:30-11:00pm GMT -4:30 almost every night, so we need to have assigned newbies around that time zone.

     

    Also the language is important, I can help people speaking in English and in Spanish :icon13:


  14. Yes, and I will buy one / several options

     

    First of all: yes I know the problem (and the danger for the game) gold farmers represent. I also know it has impacted on the shop's incomes and I'm absolutely aware that the people dedicating lot of time behind the game (Radu, Roja, mods, etc) have to make a living and deserves money for the work they do and the great game they have developed. Really, I'm conscious of that.

     

    But... let me tell in first place why did I choose to play this game: I choose it cause it's completely free, and if you are some one like me with an already tight RL budget and lots of bills to pay (I'm not weeping, just stating it) you can play the game in relatively equality of opportunities. Yes I know that people with $ can buy thinks from the shop, or can buy gc from gold farmers, or so... but that's not a big issue compared with the advantages that premium content (see below) might give or the demoralizing it can be for people that just can't buy it.

     

    There are other facts that made EL a great play, great community and a "something" that I can't understand... Because I can't say game play is too great (just a constructive criticism, sorry could not resist :) ) I mean a game where is more useful to train with a bone than to train with a sword... you know what I mean. But despite that last thing I consider EL a really great game (one of those I'll probably never forget). But the most important thing to me is FREE game, NO PREMIUM content.

     

    But if you add things like stuff, pets, horses, or supplies or useful things that only can be bought from the shop and which will represent an important advantage for the players that have more money... then it will become "premium" content. And not only content that you can get if you pay 5$ fee each month, but content that you have to pay each time you want/need it.

     

    That way EL will not be different from a lot games I've seen in the web that advertises with the "free" word in their web sites but when you read a bit you realize that if you want to be a "full" or a "complete" player you have to "pay" tons of money in items or stuff (not just a fixed monthly fee) because if you don't you will probably end stuck or in too disadvantage or having to play for like 30 years to level what a player willing to spend lots of money will level in just a year or so.

     

    And as I told before, that is exactly the difference that made me get really interested in EL, and that makes the game so remarkable (at least for my point of view).

     

    In fact, with the alternatives I've read I think at this point I would be glad to pay ~5$ a month to play and get some really, but really small advantage like 0.005% more exp and to be sure the game remains the way it has until now, free of opportunities whether you have / can pay $ or not... I think the alternative would kill the game (at least from my point of view).

     

    And I've been thinking about the economy and possible ways to solve the gold farmers problem and balance the economy and really got nothing. Cause all strategies no matter what you do or how you look at it fails to address the fact that always will be people willing to sell gc for $, no mater if the $ they get are used to buy a beer, a new laptop, or to buy in EL's shop.

     

    So I really think that independently of any other solution we can get (a monthly fee, or anything else) the only long term solution is a "search & destroy" one; finding and BANNING THE #$%@ GOLD FARMERS for the good of the game! I've been thinking a bit of it and I guess (just a guess) that logs (those I've never seen by the way) should be very evident (some one giving away more than 200k in exchange of almost nothing) and it should not be difficult to locate and ban them (but just a risky guess).

     

    I think there are of course things and services (useless to the game most of them) that would not be ugly to pay for, like the clothes (I don't care how I look) or the cool but 100% useless saint thing above the heads, or the "payed" reset that will let you reorganize your pick points (think well if you are not willing to pay for that, or just #reset and work hard again) and so, but I really don't thing it will address for the long term the shop's shortage of income.

     

    Regards to every one,

    dmi

     

    (Edit: fixed the options I voted for / messed with conavar thread)


  15. Yes, the awards system is expected a lot :)

     

    However, I really like the "full statistics idea". I don't really know if it would be useful for the market/economy (probably not), but I personally love numbers, so I would really enjoy seeing things like total BRs made since some initial date, total FEs ingame, or average FEs made per player, total broken thinks, etc, etc :P

     

    Regards,

    dmi


  16. I usually handle ~40k - 220k of gc in sto for my projects (Buy ingredients and sell, etc)

     

    I keep the following stones in the hope that some day will be useful or as a gc saving

    6 Serpent

    1 Binding

    5 Enritchement stone

     

    For my personal use, I currently almost don't die as a peaceful harvester / mixer and I don't train on expensive stuff

    2 Rostos

     

    Willing to sell some day and buy a NMT may be:

    1 Will

    1 Vitality

    1 Coordination

    1 Magic

     

    I like to collect enriched essences, so I usually don't sell them (My precious!!!) XD

    2 ELEs

    6 EWEs

     

    Regards


  17. Works like a charm, in fact, works much faster than previous tests :D

     

    Some stats without rabbits or dragons:

     

    Isla Prima: 104fps zoomed out, and 136fps zoomed in

    Mocraven Marsh: 44fps zoomed out, and ~51fps zoomed in

    Kusamura: 30fps zoomed out, and ~37fps zoomed in

     

    With three rabit groups and three dragons (3 times F8 and 3 times F9 ) it works well, frames per second just goes down a bit but it's not critical. It also depends a lot of where I'm looking to.

     

    By the way, it just consumed a lot CPU (91-95% on my laptop) which causes my laptop to heat a bit (fans turn on, etc). It also happens with current client... I in fact limit FPS in current client to avoid this. Is this normal? I believe I began to see this behavior after 1.7.0 release.

     

    Debian Testing

    [dmi@cyrano map_viewer_release_1]$ uname -a

    Linux cyrano 2.6.26-1-686 #1 SMP Mon Dec 15 18:15:07 UTC 2008 i686 GNU/Linux

     

    Dell Inspiron 6400

    ATI Mobility Radeon X1400

    GL_VERSION = 2.1.7769 Release

    Core 2 Duo @2ghz


  18. Black screen shows up and goes away after a second.

     

    I think it's the same problem here, and by the way, the test 2 and 3 worked fine for me :P

     

    debug.log

     

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_texture_float.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_framebuffer_object.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_framebuffer_blit.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_framebuffer_multisample.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_packed_depth_stencil.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_texture_compression_s3tc.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_texture_filter_anisotropic.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ATI_texture_compression_3dc.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_vertex_program.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_fragment_program.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_gpu_program_parameters.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_texture_sRGB.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_blend_color.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_blend_func_separate.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_blend_minmax.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_NV_blend_square.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_blend_subtract.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_SGIS_generate_mipmap.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_point_parameters.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_secondary_color.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_shadows.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_depth_texture.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_stencil_wrap.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_texture_env_crossbar.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_EXT_texture_lod_bias.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_texture_mirrored_repeat.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_occlusion_query.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_vertex_buffer_object.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_texture_non_power_of_two.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_point_sprite.

    [engine/source/opengl.cpp:1446] Supported OpenGL extensions: GL_ARB_pixel_buffer_object.

    [engine/source/opengl.cpp:1450] OpenGL maximum anisotropic filter: 16.

    [engine/source/scenequality.cpp:206] Can`t use alpha to coverage without anti-aliasing.

    [map_viewer/main.cpp:351] stream error

     

    This file is around 385 lines, just posting the last ones, tell me if you need it complete or if you need any other info.

     

    Debian Testing

    [dmi@cyrano map_viewer_release_1]$ uname -a

    Linux cyrano 2.6.26-1-686 #1 SMP Mon Dec 15 18:15:07 UTC 2008 i686 GNU/Linux

     

    Dell Inspiron 6400

    ATI Mobility Radeon X1400

    GL_VERSION = 2.1.7769 Release

    Core 2 Duo @2ghz

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