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Posts posted by Burn
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The solution: A previous server update made it so the NPC tells you what's left. Noone should have this problem for this quest anymore.
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No comment on the bug...
As for the leftover impatiens marker, if that's the only server marker (I think only Tutorial does those) you can simply delete the
servermarks_USERNAME.dat
file in your /main/ folder if you want to get rid of it.
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Dropping in battle hall meeting room makes sense. Would give an otherwise normally-unused room a purpose.
The storage part doesn't though. That NPC has a story, and IIRC is also part of a quest. I don't think storage NPCs are designed for that.
Leaving that meeting room is just a short walk to the MM storage, so also unnecessary.
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Correct. Seems the perk is somehow reducing damage instead of adding to it for that one specific mine.
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Addition: I tested on Test server, where I don't have the perk yet.
I got the correct damage there (145 with level 104 without perk).
So, it would appear this damage issue is related to the "No Hope" perk implementation on the High Explosive Mine.
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I never tested this before getting the No Hope perk, so I can't tell if it's the mine itself not giving the correct damage, or if it's the No Hope perk incorrectly implemented on just this one mine.
My Eng level is 115. 115/5 = I should be getting a bonus 23 damage on mines/trops.
As well, No Hope perk which seems to give a 12% bonus.
As can be seen in the image, the calculations work for caltrop, small mine, and medium mine.
The High Explosive Mine though, with perk should be giving 165 damage. Instead as can be seen I'm getting only 135 damage, which is less than calculated even without the perk.
Test conditions: All 4 of the above were tested at the same time. I was completely nekkid, no items of any kind worn. So if anything were to affect a test, it should have affected all of them. Only these 4 items were tested, so I don't know about RC mines, or other perk-influenced items.
Something's definitely off though.
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Blue scales are still in heavy abundance, both in people's storages and on bots, as they've been collecting dust for the most part since introduced due to little use.
It will take a while before that drops thus anyone having a need to farm that dragon.
Not to mention, tons of blues killed daily in invances/instances. Not to mention they frequent invasions which happen almost daily as well.
Farming that dragon may possibly never be a necessity with those things.
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/forum/public/style_images/Eternal-Lands/icon_share.png
The above image is a slightly colorized version of the "share" image from the non-EL forum theme, which should appear to the right of the post number in threads (next to the #1 at the top right of this post).
If someone adds this image to the server directory location above, we'll no longer have a broken graphic next to every post. ;-)
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Think the rue with item ID 1134 should be added to the Xaquelina Nordcarn rue daily.
There's 2 rue next to each other. One (ID 1135) works, but didn't realize until now the other didn't until I afk-ed for a bathroom and coffee break and returned to find inventory full of rue but no daily finish.
They're close enough for this to be confusing, particularly to less experienced players.
I popped open my "debug" client build to get the ID numbers:
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Don't know the lowest possible card to get, but Nvidia "GTX 560 Ti" is an outgoing model that works fine with Linux using the proprietary driver, and ran at 60FPS for me no matter what map or situation... with full detailed settings (all eye candy on, fog, shadows, water reflection, etc.)
Because it's an outgoing model, you should be able to find one used fairly cheap, from people who have upgraded to a newer/better card.
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Your bot can buy stuff without selling it at all. Better than reserve... Reserve is when you do resell an item, but you want to keep a few for yourself. It's not intended for you to use as a storage means for your own nearby mixing.
The idea that you can't use the bot's storage at all isn't held up in the official bot rules. There are many who regularly remotely send their bot back to storage (the allotted twice per week), dump the stuff that's only being bought, restock with items in the bot's storage what's being sold.
The fact that you can only take the bot to storage twice per week, and thus only have access to the items in that storage twice per week, should be more than enough reason as to why its storage isn't mentioned in the bot rules. That limitation alone is going to keep its storage down to stuff that the bot is going to sell.
Thus, there's no real reason to have a rule about its storage. The twice-per-week keeps it from being "abused".
This is, of course, only my opinion, however I've never heard anything about the limiting of the bot's storage. And if I haven't, it's likely most if not all others haven't, either.
If there actually is any further limitations on its storage beyond the twice-per-week trips that already significantly limit it, then radu would have to actually speak up about that, and as well add it to the bot rules stickied at the top of this forum so noone is playing with "hidden rules", which only lead to being violated without knowledge. But with the storage already being limited to only being accessible twice per week, there really is no valid reason for having further rules on it.
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Oy... bluap is the name of the player here that does those Ubuntu builds.
Yeah, can't really help further until the driver's properly installed.
Maybe someonehere on Ubuntu can assist with that.
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Check link in my siggy. I have a repo with OpenSUSE builds. There's RPMs for the music & sound as well.
(or if you're using those, mention it, so I can know if there's issues. These builds are working perfectly on my 13.1 system.)
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1) OpenSUSE/NVIDIA user here, so no experience with Ubuntu or AMD, but proprietary driver is likely necessary.
https://help.ubuntu.com/community/BinaryDriverHowto/AMD appears to give instructions on its installation.
2) Are you using bluap's Ubuntu builds?
https://help.ubuntu.com/community/EternalLands - Follow this installation instruction page for those.
3) custom_clothes.zip is the Official custom clothes service. Don't touch that.
/home/laban/.elc/custom_mirrors.lst <- this file, rename it to something else for the time being. Until you get the game fully working, eliminate "unofficial" stuff like the unofficial custom clothing. Can try adding unofficial stuff after the official game is working right.
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I would also like to note that weren't you aware of the effects of CoS perk before you took it? No perk should be taken without careful consideration of the risk involved.
Very aware of the risk involved, which is why I said in the very first post why I *stopped* doing the quest, so I wouldn't get this "positive" perk, because I didn't want this negative effect of what is one of the most expensive perks in the game.
And as Maxine points out, voting is showing I'm not the only one.
The very rareness of stone finding makes it not a viable "benefit" when comparing it to the cost and breakage of harvester medallions. We got a lot of changes to the harv med over the years for the purpose of making them useable.
You'd have to find 1 serpent stone per harv med break, or 1 binding per 3 harv med breaks, or 1 enrichment for every 2 harv med breaks... the rareness levels make this not worth it. And I seriously doubt making "reducing the break rate" with the perk would be done to a level that would make it worth it.
Here we have a problem that both goes against that for those of us who found use in them, but is stopping a lot of people from even doing a quest.
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While there's higher chance without red astro, it's not worth it compared to the cost of regularly breaking harv meds.
Those of us who heavily stock-harvest tend to do it during red astro, with harv medallion. Stones are irrelevant, we harvest for the item being harvested.
Want stone chances? *Then* harvest during green astro time. There's the choice available, and that choice gets lost with this perk.
This perk kills pretty much any use of the harvester medallion. Short of Stakhanov, using a harv med during green, or even neutral("0") astro is just a quick way to toss away gc for no reason.
While they're nice, I (and likely many others) gave up on thoughts of finding stones or mixing enriched essies a long time ago. Harving/Mixing solely for that purpose just doesn't get done.
Basically, noone's bringing that up because long-time harvers/mixers don't focus on it.
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It says that the perk removes the negative astro for Harv/Fail/Make Rare and that's what it does so adding the Negative astro back even though you have the perk wouldn't that make the perk pointless?
Why not add something like a "the break chance when you harvest will be lowered" with the perk to compensate the extra "good" harv events instead to level it out?
The perk would still work for make rare/fail astro.
It's only the harv at issue.
We already have a reduced break chance perk.
And that won't compensate for those that regularly use harv medallions losing the red astro time to harvest. Losing the red astro pretty much guarantees a massive increase in broken harv meds.
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Child of Stars - awarded on a quest completion - With this Perk, you will not be affected by negative astro for harvest events, fail and make rare.
Thought to do this poll since I've yet to come across anyone with a positive opinion on this. The fail/make rare is a Good Thing of course, but there's questioning on whether removing red astro on Harvesting is good or not.
Many heavy harvesters consider the "red astro" time to be the best time to harvest. With a harvester medallion, it's the rare time you're likely to be able to harvest full loads without stopping.
And that to some is much more valuable than finding a rare stone while being tossed around by tele nexus and getting the crap beat out of you by other events. ;-)
More importantly, it's the best time to harv for those of us who go through Harvester Medallions like candy. :-D Less breakage chance.
I've felt this way. Red astro is good stocking time.
It's for that reason I stopped doing the necessary quest. I don't want to lose my red astro for harvesting. I'd love to lose it for the fail/rare, but it's not worth losing my red harvest astro over.
So... here's the question for everyone: Do you think removing red harvesting astro is a Good or a Bad thing for your own game play?
Or are you neutral on it?
(Note that the yes and no answers are doubled, select the one that indicates whether you have the perk or not.)There has been no request to change the perk as of this time. This is just to gather opinions on it.
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So you felt it appropriate to violate forum rules and run off-topic just to make a post poking fun of someone's medical problems.
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Rather than being specific to one item, I'd suggest extending this.
Any non-food item* with a zero cooldown should have just a 1-second cooldown added to it. That's enough to cover most every accidental double-click.I regularly click stuff more than once due to finger muscle issues. Could probably save a few kgc a month with such a cooldown added.
*(Food with zero cooldown is intentionally clicked multiple times.)
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"Summoning failed, and ingredients lost..."
Is the "crit fail" message, so it's different than normal mixing. That is most likely the reason why... the counters are kinda hacked into the client, and any different messages have to be handled individually.Whether it can be included is something Sir_Odie (or bluap) would have to look at. Using that message as a guide.
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Right.
"You stopped harvesting." is also one of those random events. Just a plain, neutral, nothing-else-happens "You stopped harvesting."
It's one of the things that can happen like a cavern wall or a bee sting or finding a nexus stone. Just nothing happens other than you stop.But it is an event in itself. Which in turn means you can have your harv med break on it.
There's no bug here. It's always been in the chances for a regular event.
(288 harv meds and counting...)
Rule #5, multiplaying
in General Chat
Posted · Report reply
What you refer to is multi with a middleman. That's gone as part of rule 5. Don't see how it could matter so long as the bot rules are followed (twice a week to storage and such).
There is, however, the higher possibility of trade bots being used more as a near-to-harv storage and such. Ais or Radu may have to speak up on that, as I think it violates Bot Rule 5, "Bots that serve their master in a way such as muling are illegal (see the rules for multiplaying)" and not sure how this rule change affects that.