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Posts posted by LongMustache
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did you install UHD/chipset drivers? If not try to do so.
And if nothing else works, you could significantly undervolt the RTX - to consume less battery. Idk how it works with neither nvidia, nor laptops, unfortunately. Haven't used either in 4ever.
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afaik Radu is usually online at around 23pm to 2am gmt.
Probs best to pay the 5$ and describe your issue in the description along with a way to contact you.
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Just to make mixing for daritha more fun and less of a chore. Especially steel chains and til shorts, that set you back 10-12k for not that much exp.
Steel shield of fast regeneration - some love for harvesters
Leather helm of life and mana (+40 life +20 mana) - something for beginners who can't affort col/rdholam yet.
Steel chainmail of extra defense (+3 def over the regular one)- adds some more value in making them for daritha
Kicker's leather boots (+3dmg +3acc) - kick awayTitanium short sword of extra damage (5% chance to do 20 extra dmg) - more dmg with less human nexus requirement.
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55 minutes ago, Burn said:
Removing it from Wolf bar would make it at least worthwhile for players to harvest wolframite and make the bar. Having a 22kgc stone in a bar that can be bought at the NPC for 15kgc ensures that never happens. It puts the onus back on alchemists rather than NPCs. And anytime that can be done is a good thing.
Wolfram bar was already not worth making in 2008 when rare stuff was much cheaper, it never had a chance of being a makeable bar. This would finally fix that, and the bar would be close to but cheaper than the NPC, so little effect on the economy, just making player mixing more important than NPC purchasing.i doubt anyone buy them from npc. only halberd and dragon blade is made from them atm. everything else is cheaper from npc, even if wolfram bar was removed from all recipies.
Halberd - hardly used, so that leaves only dragon blade, and wolfram is only a fraction of it's cost.
theres an underlying bigger issue - that is stone price. if the stone price was lower, and we could craft greatswords/crowns, then it would be worth discussing wolfram. As it is, wolfram might as well not exist in the game. dead content (apart from 10-20bars that go into dragon blades... and maybe a couple for tutorial).
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12 minutes ago, revi said:I thought the idea was to have a free market here, with prices adjusted according to offer and demand.
free market, when half of the items' prices are dictated by npcs' sell price *shakes head* . i dont rmeember this game having a free market, ever.
sorry, off topic again.
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ok, then. care to explain what would change if you removed serp stone? coz i dont get it.
I understand the idea behind dvarium, but not wolfram.
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If you increase the demand of binding stones (by mixing greatswords/crowns), binding stones will jump in price to make greatsword/crown mixing not viable, again (and by extention - no one will want wolfram bars). in the end, all we're achieving is higher binding stone prices.
It all revolves around shop stones. their demand >>supply, but radu doesn't want to increase their supply in game, as it would negatively affect his shop sales.
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1 hour ago, revi said:So basically you propose a number of items (11),
two with no defined use (or do you propose to change existing recipies?),
one which largely duplicates the beaver token (I don't think the "fully restores hp" is making a big difference) with a rather large cooldown,
and the last eight as a somewhat expensive way to reduce current limitations due to mana, emu and cooldown.
Oh, and the stones remove any risk of failure (I'm surprised you want the same minimum magic level for use as the corresponding spell)
In exchange, you suggest gc drops are removed from harvesting to "hopefully deflate prices a little" .
In ~8M harvests, I collected ~300k gc. Please compare that to the average drops from invasion bosses. You'll notice that harvesting is not the main source of gc coming into the game (I doubt it even counts as a minor source...)
Oh, and in addition, a number of the spell stones cannot be made with your suggested ingredients and the current mix window (requiring 7 ingredients,
mix window only allows 6).
yes its 11 items. I dont see anything wrong with it.
which ones have no use?
I don't see anything wrong with duplicating beaver token, beaver token in itself is way overpriced duo to limited supply (who kills beavers other than for haidir...?). maybe the price would settle somewhere where its useable with the stone.
"and the last eight as a somewhat expensive way to reduce current limitations due to mana, emu and cooldown." exactly what was done with the introduction of the mentioned beaver token. If you think about it, thats what everything in the game does - reduce limitations. weps? reduce limitations on what you can fight. pots? reduce limitations on mana/food regen. and so on.
And convenience. dont discard it. i'd rather pick up +300g cost stone than sort out the runes for ictpr. especially if i need to use it a few times in a row.
The stones do remove risk of failure. Comes with the price. Helpful for someone starting the game who just got to 21 mag and wants a cheap fail-safe. Failsafe is useless for anyone of higher lvl, since you want to have mag lvl for bigger heals, anyway.
in 6k harvests today i collected 1kgc. Is that a lot? no. But considerable over the entire game. All gold gen counts in the long run. 5 or 10% less gold generated could amount in decent changes in a couple of years.
If youre refering to ICTPR stone , its 6 mats, if u check carefully
lastly. if they're useless, their price will drop to next to nothing and more ppl with use it for convenience, which automatically make em not useless.
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Magical Stone
Obtained from harvesting mini events (common).
Weight: 1 emu
Stacks: yes
Used for: crafting
Large Magical Stone
Obtained from harvesting events (rare, but not as rare as current stones)
Weight: 1 emu
Stacks: yes
Used for: crafting
We could remove gold and gold bags from harvesting events at the same time, without hurting the harvesters.
Stone of (shield, restoration, TPR, ICTPR, magic immunity , heat/cold/rad shield)
weight: 1 emu
Stacks: yes
When used: cast the appropriate spell, cannot fail when using
Cooldown (when using): 5-30 sec, not shared with magic
Mana cost (when using): none
Magic lvl req (when using): same as spell
Magic exp given (when using): none or very little
effect scales based on the user's attributes and mag level.
creating:
Required materials:
1 Magical stone
1 SR potion (2 for higher cost spells)
1 Energy ess
1 Magic ess
materials for the spell (e.g. 4 HE for restoration)
required skills:
crafting: idk
magic: same as spell
exp given in:
crafting: some
magic: same as spell
Stone of extreme restoration
weight: 1 emu
Stacks: yes
When used: restore health and mana to full.
Cooldown (when using): 1-10 min, not shared with magic or magic stones
Mana cost (when using): none
Magic lvl req (when using): none
Magic exp given (when using): none or very little
creating:
1 Large magical stone
2 EMP
10 Health ess
10 magic ess
1 Enriched energy ess
required skills:
crafting: idk
magic: idk
exp given in:
crafting: some
magic: some
Both are single use items.
tl;dr new stones can be obtained from harvesting mini events, which then can be charged with any self-cast spell. The charged stones can be used later to cast the appropriate spell for free (no mana or ess required). Useful for instances and invasions, or when you want to train longer at a spot (since the stones weight less than the essences). The rare stone is expensive, but fully restore mana and health. Nice as a life saver when you're out of mana, or at low magic level, when restore can fail.
At the same time we could remove all gold from harvesting events, which, hopefully, would deflate the prices a little, so more items would be profitable to make (instead of buying them from npc).
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why always combat related.
could use EEE in manu window to increase the chance of making rare items, for example.
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On 7/5/2018 at 10:12 PM, Lorianne said:6.
Less stuff using EFE
This. Could exchange some EFE recipies to other ess, like Enriched energy (which has so little use atm).
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when you start the game and have 40-60MP, you dont really need restoration. You dont really need it til you get col or rdholam. Heal is enough for start.
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i always found el counter-intuitive.
The fun about killing stuff is getting loot. But the faster you kill, the less exp you get.
and then people think its better this way. i have no clue whatsoever.
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ive quit maybe 10 times already. but i just keep coming back.
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making essies is profitable.
when making LE, you get ELE
when making WE, you get EWE
when making FE, you get EFE
when making ME, you get EME
i.e. getting eme when mixing ME almost doubles the profits.
The only issues I see with essies:
-some essies don't give enriched ones (boring), (could give enrichment stones, for example).
-alembic price too high (could use enriched energy ess(maybe multiple, or break more often) instead of EFE, for example). This would also provide another use for EEE
-spirit ess NPC price waay too low (seriously though, should be closer to death ess)
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arguing about game balance, when theres barely anyone coming? You first have to get people to start playing, and then worry if they would stay..
The issue here is that players do not come.
@starscreamer Im not sure which planet you come from. i can't count how many MMORPGS are free to play with microtransactions. I can count on my fingers the ones that charge to play a game. And no, there are no profesional games who have webpages as shitty as EL. At least not any that have been released in recent years. even indie games, who don't have much, if any, funding have a webpage apropriate for gaming industries. Take a look at no man's sky or albion online. The only one with a simplier webpage i could find is sea of stars, and even then, its pleasant to look at and has news on the front page - and thats a game which has steam as it's main source of sales. -
Doesn't look professional. its functional, but thats about it. Especially so for in-game UI. Go to any game's website and take a look, then compare it with EL. anyone who plays any mmo, and stumbles here would most definitely quit because the first impression is awful.
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1. Balance is not the main issue here.
2. It has been proven by countless games that F2P games are more profitable, thats why most games nowadays is either f2p or moving from p2p to f2p.
There are 3 main reasons why EL is not popular and new people don't come often:
1. terrible terrible website. Its hard to navigate, and the design reminds more of a 15-year old creatign his first webpage, rather than an actual game website. People first go to the webpage, and when a web page is that bad, nobody really expects anything from the game itself and leave.
2. Terrible User interface and animations. Whats the second thing people see when going into the game? yeah... the interface... its OMFG WTF IS THIS SHIT bad. Same goes for animatins - walk animation is terrible, there are no animations for skilling.
3. No ads. Really, nowadays there are so many mmorpgs you either have to advertise or have a REALLY good game to succeed,
really, if Radu changed the website and UI, people would actually start playing instead of quitting before they even enter the game. And if he got even a few global ads (youtube, google ads), you would start seeing people comming in.
I would actually really like to start playing EL again if it had a future. I really enjoy training for some reason and chatting with people here. I enjoy it a lot. But its just too dead to bother. :/
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Doesn't higher drop rate mean less income for radu?
increasing rare rate (drop chance) will solve this problemSuch inflation will make items unreachable for a lot of players and widening the gap between $$ players and people who have time (and a legion of harvest alts).
Someone buys serpent stones from item shop? Well i guess there are morons everywhere.
As for income for radu. Yeah, it will drop if he changes efe/eme/bindings. And he has to deal with it and start working on the game, or otherwise #of people playing will keep dropping, which will mean even less income. I'm not talking about npc prices only, but they are a problem as well.
Honestly, im amazed how little progress this game had for 10 years. It still uses the original webpage and in game UI, which even then were beyond terrible.
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Hydro, wolfram and seridium bars are not worth making at all, too.
Titanium ore sells to npc for 2.5. more than to players.
Feasting pots 12 from npc... 14 from ppl.
and sooner or later everything will reach the prices of npcs. There has to be changes, and stopping making dailies with gc rewards is a step (albeit small) in the right direction.
I'm losing any motivation to keep playing EL after doing some research... Its becoming a game of "farm gold from mobs to buy stuff from npc" game for me. which is not fun AT ALL. I really hope there will be changes to npc prices soon, although its unlikely :/
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mistake: weights
52 emuThey also apparently don't reduce below level 21. might be % or something else, but my alt with 28 def cant go below -7def.
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Im with Aislin
Furthermore, you should have seen it coming. Trusting people you don't know is the easiest way to get scammed. Your own fault, you should be mad at yourself.
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it stopps as soon as there is a setup for gc el coin ratio.
so let 1 el coin give 100 gc and the people have something to orient themselfs, and the inflationair prices will go down
Only if you can spend gc to buy el coins from npc. But then there would be no need for el coin to begin with, radu could just put all items for gc and give gc for $ and it would have the same effect.
But if you can trade el coins for gc to other players only, it would only swap hands, which wouldnt work. gc needs to leave game for inflation to stop.
(added the bold) And for that players need to buy from NPC, donate to NPC, etc. So having capped prices on armours, weapons etc through NPC actually helps slow down inflation in two ways: prices are capped, and players buying from NPC remove gc from the game...
Soon we will buy everything from NPC. i bet you will enjoy it, i certainly do not. There are ther ways to counter inflation that do not take away two of the major parts of ANY MMORPG:
1. trading
2. dropping or making your own equipment.
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it stopps as soon as there is a setup for gc el coin ratio.
so let 1 el coin give 100 gc and the people have something to orient themselfs, and the inflationair prices will go down
Only if you can spend gc to buy el coins from npc. But then there would be no need for el coin to begin with, radu could just put all items for gc and give gc for $ and it would have the same effect.
But if you can trade el coins for gc to other players only, it would only swap hands, which wouldnt work. gc needs to leave game for inflation to stop.
Peace Day Poll
in General Chat
Posted · Edited by LongMustache · Report reply
Create an item that enables pve combat for 3600seconds.