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dark_wizzie1

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Posts posted by dark_wizzie1


  1. On 10/3/2018 at 7:48 AM, darrock said:

    When comparing potion and alchemy skills, keep in mind that high-level potions require 6 nexus and alchemy requires none.

    That's a point worth mentioning.

     

    On 10/3/2018 at 4:02 PM, Diealot said:

    HE actually aren't the highest profit margin for alchemy. HE do sell extremely easily (arguably much easier than those with better profit). However you also should consider that HE do not have rares. With rares, life, death, and magic (and to some extent fire) can quite easily double your profits. How many you can make in an hour varies on how distracted you are, but you can estimate between 1k and 2k an hour for most all of the essences (some faster on Joule).

     

    The good thing about essences is that the ings for all the essence (save DE and SE) are easily accessible and you don't have to buy anything at an NPC. So, anything you harvest yourself increases your profits. This is Alt Lands now,  if your essence of choice needs 2 flowers and a mineral, run an alt on each item, and mix with a fourth. Harvesting on alts doesn't need to be efficient, anything an alt harvests is something you don't have to buy.

     

    Harvesting for the point of selling is a decent option, but there's a lot to consider based off your playstyle. Are you getting xp anywhere else? Harvesting items desirable for sale is quite slow OA exp. OA/pp are valuable, and neglecting them for the sake of profit might not be as beneficial as mixing stuff for xp and a bit less gc. Depending on what you harvest, you can also factor in a bit (or a lot) extra due to rares. 

     

    I don't potion, so I'll not comment on it any further than agreeing with Darrock about vegetable as well as adding that potion requires things bought from an NPC. those costs are fixed, make sure you include them.

     

    Fighting (well) should also be considered one of the best gc generators in the game. Yes the initial costs can be very high, but even at lower levels if you build well and gear decently, fighting can definitely generate quick gc.

    I can make about 1600 an hour using fruits (essentially expendable). For me there are different ways of money that are all valid based on preference/mood/current needs. Sometimes I just want to make money passively, and that means iron or silver (slower but less trips). That yields about 10-9k an hour for iron. Gypsum is maybe 15% faster, but it is very click intensive. It's also only a good 20% faster than iron with no alt without being a mule, so I'd rather take the hit and mine iron. Iron is all fine and good, but sometimes I just want money ASAP because it takes a long time to get a single nexus. 

     

    As you say, harvesting is slow OA xp and probably the only passive way of making cash. This is why I think it makes sense to have two ways of making money: One for harvesting (passive) and one for active (higher OA xp and gc per hr). I'm used to games where there's a lot of volume for goods being traded, meaning if I want to buy a gazillion ing and have it in my storage/bank, I can do that in a few minutes. It's much harder in EL it seems, because every bot except Adarah are prohibitively far from the storage and there aren't enough players to quickly buy anything I want at a well-settled price. So... it may be that I need 2-3 ways of making money... Passive, Active DIY, and Active buying ings. Or... just passively harvest ings instead of iron for ings that are rarely sold and thus overpriced from bots.

     

     If I buy ingredients and mix HE, that's 1600*(10-5-0.6-(0.6/(20/8))) or 6656 gc/hr.  (This is with my 45 alchemy that causes more fails on HE than FE)

    For FE it's 2950 for 11,287. But FE is worse XP than HE and HE gc/hr will go up as my alchemy goes up.

     

    Profit per ess (Buy ing) (Not counting ess per hr, which varies based on alch level and food consumption, and failure rates):

    HE: (10-5-0.6-(0.6/(20/8))) = 4.16

    FE:(4.75+2.6-2-0.75-0.75-(0.6/20))= 3.86

     

    Also worth considering, XP per hr of HE is likely far higher than FE. Even if FEs end up being faster because I can mix more quickly with less failures and pausing to eat, it's not going to be 8 times faster to match the alchemy and OA xp.

     

    Dragrace said he got about 8k gc per hr killing cyclops and ~5.8k per hr killing fluffies. High level combat does seem profitable but it seems very, very far away. Still, it's the best OA xp so...

     

    SR: 17-5.5-0.75-1.2-2-(0.6/(20/9)) = 7.28   (Veg 4)

    EMP:  500-(30*1.8)-(15*17)-(10*10)-(0.6/(20/60) = 89.2   (Veg 6)

     

    EMPs are probably bottlenecked significantly by food usage and failures, but SR are barely worse than HE in that regard. Rare chance of EMP with SR, while there's no such thing as Enriched HE. But even if I make SRs at similarish rates to HE, I'd still be around the speed of gypsum mining without an alt or mule.

     

     

     

    Just some numbers I'm been thinking about...


  2. So... how well do various skills do for moneymaking at high levels? For combat we have to make the distinction between limited "events" (instance, etc) and just killing monsters in regular spawns. I was suggested to take up Alchemy and make HE, but it seems to me that Potions is more profitable, with SRs and EMPs.

     

    Harvesting gypsum I can get 11.2k gc/hr, and anywhere from 5.7-10.3k per hr harvesting iron/silver with or without an alt with 880 carry weight and no mule.


  3. Please, lets not have membership :( One of the good things about EL is there's no memberships, unlike RuneScape. But Miiks idea for slightly lowering rosto cost doesn't sound entirely terrible, so if it does happen, that would prolly be best route

     

    So we need to bring in more money to the game ang your best idea in doing that is to make stuff cost less? The only thing that will do is put more Rostos in the game, people who spend 100 usd on Rostos will still only spend 100 usd on Rostos but rather then but them as often as they do they will buy them less often because there will be less of a demand for them... How does this help?

     

    Well also notice people would be more willing to risk their rostos if they cost less, so it might increase their demand. Also if ND maps in PK would be removed, it might again raise the demand for rostos. Add the 5 $ per month by players that are willing to pay for membership, I think it would be pretty much a +/- 0 Situation for business and add loads of enjoyment for players. Lowering the prices isn't always the worst option available.

    Depends on how the price is being driven down. If the price is driven down by cheaper IRL money... price is still going to drop, just not as much as we like, and rosto becomes most profitable item to buy from shop to buy GC. And that means more people will buy rostos putting more ingame. So as far as I can tell, the end result you mentioned is negligible.

     

    And for $5, depends on what the $5 is for. If it's partial like Runescape, eh. If it's to play (quite doubtful this is the case), it will kill the game.


  4. How does a 100% inflation mean half of all future real income? And how does the doubling of the price of one specific item inflation? And there is real incentive to sell gc illegally, the gain is short term yes, but it outweighs any long term economic effects for them.


  5. I went to secret shrine with waterfall at Emerald Valley mine. Turned sounds on, heard no waterfall but could hear menu sounds, so no environmental sounds. Left map by going to mine, it fixed itself.

     

    And of course, there's that map bug. If I am in WS going to IP (for example), I open map for IP. Take off map, get on board to IP, open map again, I can't use map to move, I need to go to continent map then back before being able to.


  6. My bad, I'm the author of the last 3 threads in this forum section but it seems like I'm the only guy making threads here, lol.

    32/48/4/4/6/18, 81/85 a/d

    Above are my stats. I'm wondering what I should put my pickpoints in. I heard if I raise physique like I want to (and to increase emu), I do too much damage while training? Then some think I should put it into instinct, some say vitality. I really don't know the game mechanics well enough to make an informed decision. Thanks guys!


  7. I err on the side of agreeing with Stronze, and that is because extra storage slots are not needed for many players. I am far from using up all slots and I don't really train all skills. If we had to buy an extra armor slot yes, that would be more pay 2 win. But this is more slots which I think maybe require more work to implement and maintain.

     

    For NMT cape, just mine iron. :) What I'm more against is paying $25 to have NMT perk removed; that means no NMT at all unless you get the perk or can finally afford the cape.


  8. Thanks for the feedback Elke. :D I've quit the game for four years and just came back for 3 weeks, so there are still things I miss.

     

    About untradable: I think it would be fine. We can either have the bonus property (EG, extra def for cloaks through tailoring) removed by click of a button, or even have them become useless if the player doesn't want them. Either way.


  9. This is obviously my opinion and my opinion only, but I'd like to share it. Don't go crazy, kk? ;)

     

    -A way of quick-storing. One click on storage NPC and instantly opens up storage window without dialogue. Saves us from closing dialogue and selecting storage in the first place... because who picks an option other than 'use storage' for a storage NPC? Make it more obvious, I just stumbled upon this.

     

    -Ability to resize storage interface.

     

    -Make cape of no more warlock unbreakable! The NMT cape is 350k. If we want to make tailoring a little bit more useful, why would we make it breakable and cause the tailor to lose so much money?

     

    -Tailoring techniques that give some magic, melee, or even +1 range protection. Make the capes untradable when the bonus is added. It must be remove for it to be traded again; this gives incentive to level tailoring! Or maybe, a tailored clothing with decent defense, high enviromental protection, etc, an interesting camoflauge, but a sizable offensive penalty? For hydrogenium harvestors who want to run away

     

    -As I just mentioned, I feel one way to make leveling the other skills worthwhile to consider is to make the highest level items untradable. Only the highest; you can still buy your titanium, dragon armor. But if you want to enhance your dragon armor a little bit with your manufactoring skill or make it a wee bit more durable instead, you need to have the levels.

     

    -Group the books read in a more logical manner. Yes, I know you can use commands, but isn't it more intuitive and elegent to be able to read what I've read because they are arranged in alphabetical order or skill groups?

     

    - Slot for Rings. Maybe from shop only, maybe not. Maybe have a ring with offensive bonus, or anti-broad effect... but the other player broading won't know you're protected! Heck, make them require very high level crafting.

     

    -Higher level medallions. These should be more expensive as they give a little bit better bonus than moon/gatherer medallion.

     

    -Have summoned monsters give the summoner combat xp for the damage the familiar does. Might make an interesting alternative to training by yourself: Level summoning and train combat a little faster at the cost of cash.

     

    -M0@r St0R@g3 $p@c3

     

    -Decreased harvesting events day description has a typo

     

    -Some monsters are very hard to loot. When I kill a lion or a cyclops, the bag is inside the monster, deep inside. Please make it so when clicking on a dead monster, if there is a bag, the click goes to the bag, and have the bag be on top of the corpse, not the other way around.

     

    -Our own custom tab for storage. So, we have a custom category in storage we can rename, for depositing and withdrawing the most commonly touched items in our storage... For example, an entire combat outfit so I don't have to go to clothes for NMT, magic for rings and medallion, armor for armor, weapons for weapons, potions for potions, essence for essence. No, I can just have one tab I set up where I put my default setup so I can quickly take everything and leave.

     

    -I disagree with the harvesting xp system. Why must I be logged on at the change of the hour for me to get xp? Can't it be resetfor every player at every hour, so everybody is on the same page? I get sad when I log on a 0:01:00 on the game day. :(

     

    -Ability to change chat colors.

     

    -A counter functionality: So I can easily track how much xp is gained in an alloted amount of time. Yes, there are ways around this, but they are more clumsy.

     

    -Water-slushing sound when walking on pier near storage at Palon Vertas.

     

    -A very high level magic spell that allows the player to remember one location and teleport back to it in the future. Obviously restrictions must be put... for example, area cannot have any enviromental damage. Just a thought.

     

    -If I am in DP, for example, looking to get onto WS, I open up map for WS ahead of time. Then I tab-out of map, go to WS. Go back to map: Can't use the map to move, need to move to continent map then back to WS map.

     

    -Ability to look at c2 map when I'm on c1, vise versa.

     

    - Ability to re-assign hotkeys to a single keys. CTR 1, 2, 3, 4, 5, ...12, ALT 1, 2, 3, 4, 5, ...12 gets hard to press.

     

    -Global Ignores under options: Put it to use? :D

     

    -The warning sounds glitch. The volume for that is determined by misc client sounds, NOT warning sounds.

     

    -Counter showing how many pots/food consumed.

     

    -When I move camera, it moves then stops for a split second, then continues. Any way to fix?

     

    -Counter showing how many seconds left on a buff. I heard this was under construction but given low priority. This buff can also be applied for poison, which is more of a debuff, but the same concept applies.

     

    -Rain sounds. Storm sounds. Please? :) Maybe flashes of lightning?

     

    -Ability to re-arrange order of channels. Yes, I can re-arrange it by closing the channels and joining them in the order I want it to show, but that takes time. ;)

     

    -Potion for harvesting needs to be changed IMO. There's not much incentive to go through the trouble of making that when there isn't a lot of demand. How about a harvesting potion that decreases change of harvesting events? Or decrease damage from major events?

     

    -Potion that increases researching speed. Good for when higher leveled people don't want to afk for an eternity at fast reading spot and want to train. Hey, even if it's only x2 speed, x2 speed after hours at training amounts to a decent bonus.

     

    -Once a secret is found, I'd be awesome if there were a way to quickly re-access it. It's hard to click on small objects. :< Annoying if you use secrets to make money and move back and forth.

     

    -Allow dropping an item while walking, have it halt walking.

     

     

    Comments? Flames? Post here.


  10. After public shaming and arm-wrestling his guild leader, he gave me 25k as compensation for the rostogol, so it's just under half a rostogol.

    Still do not recommend trusting him. I'll be less begruding but just as suspicious if I had the entire rostogol back.

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