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Ruln

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Everything posted by Ruln

  1. Client release candidate 3

    I generally run at 1280x1024. I've switched back to the current client just to be sure that I wasn't imagining things and it is indeed much faster for outside stuff. I'll mess around with the graphics options and try to see if I can get a better idea of what is causing the slowdown.
  2. Client release candidate 3

    I'm having a performance issue. Generally I limit fps to 15, as this keeps my laptop from heating up to much. It has an ATI Mobility 9600 graphics card. Assuming my system isn't heavily loaded I generally have no problem staying at 15fps with graphics options pretty much tweaked to max quality. Now I'm consistently falling into the five to seven frames per second range. With a 1.6GHz PentiumM and the 9600 this seems a wee bit low. In particular buildings and smoke from chimnies seem to be frame rate killers.
  3. What Do You Mine The Most?

    Vegies or fruits depending on wether I'm going for money or exps because they have far fewer random harvest events and are thus less of a pain to maximize harvests on per hour. Next would be titanium when I'm in the mood to lose a half dozen pickaxes an hour and take 100 points of damage.
  4. The cooldowns decision

    If they are going to remain destroyable then something like 75k for mana/life helms seems more reasonable. BTW, I'm really psyched about EL for the first time in a long time. Hopefully people will remember that this is a game in progress and that large changes are going to happen. Sometimes we'll like them, sometimes we won't. Odds are though that something will be learned regardless and that will make EL a better game in the long term.
  5. Ok, should the cooldowns stay or not?

    This whole vote is a pretty good indicator as to why EL isn't generally a democracy. And given the way it is going I hope this is the last time we have a vote on something like this. I may not always agree with what the developers do, but at least I know people with a good understanding of the game are making the decisions.
  6. Ok, should the cooldowns stay or not?

    Well, after spending several hours doing alch, manu and crafting for the first time in a few months I have to say I'd beg to keep the cooldown stuff in place if I thought that would help. It is so much better then ever increasing delays that it replaced. I'd totally given up on the whole manu/craft/alch thing because it was just way to tedious. That is not the case anymore. If anything I think the cooldown on feasting potions should be increased. I wish I'd been paying closer attention when this happened because I hadn't realized until today that the cooldown addition meant the delays had been removed. I understand others have some problems, but from a game mechanics point of view this is such a vital change. It lends logic and consistency to EL that just hasn't been there in the past. This isn't to say there couldn't and shouldn't be some tweaks to what is currently in place, but throwing out cooldowns would be a huge huge mistake. And I'm generally somebody who complains about every change.
  7. Ok, should the cooldowns stay or not?

    I'm kind of confused how people could think the delays are better then the cooldown system. In fact, in another thread there is a poll about bringing back the delays and it is losing by a huge margin. Whereas this vote is much closer. Seems to me people would prefer neither, but if given a choice the cooldown is the lesser of two evils. (Depending on your primary focus in playing EL of course.)
  8. Cool down is by far a better solution, though it needs a tiny bit of tweaking. I really hope it doesn't get abandoned.
  9. Manufacturing

    I'd suggested something similer to this months ago. With cooldown apparently on the way out I have another suggestion that I haven't seen mentioned before (Though to be honest I've spent nearly zero time on the forums for awhile now.) Micro manu/crafting. What do I mean by that? Basically that rather then making most items all at once you make them in several steps. Each step grants exps, and until you've finished the item it isn't useful for anything, or has far less then its full benifit. The advantage of this approach is you can keep the exps per step the same as making the full item now so that people can still advance at a reasonable rate AND you end up with far fewer items being produced. People could potentially sell incomplete items for less then the complete ones as well if they wanted to. Another variant would be allowing for higher level types to get closer to the high end of what an item could do. The problem with either of these approaches of course is you greatly complicate the way items are handled in the game as you no longer have a single object for a particular item. (Which is I believe the way things work now).
  10. Ok, should the cooldowns stay or not?

    It'll be interesting to see how things break down in regards to long time versus fairly new players expressing an opinion in this thread.
  11. Ok, should the cooldowns stay or not?

    I much prefer cooldown to the delays.
  12. Whats up with the remote heals?

    Yow, something was made less useful after an update. Thats never happened before.
  13. Working towards 1.0.2

    Wow, very very nice. Great work and thanks to everyone involved. I'm really looking forward to this update. The storage enhancements alone are worth the wait.
  14. Chat Bug

    Hopefully this hasn't been reported before. I looked around a bit and saw no mention of it. This bug has been around for awhile and I've just encountered it in the CVS version from 48 hours or so ago. I'm running Linux, with at ATI Mobility 9600 and the latest drivers. The bug generally shows up 12 to 36 hours or so after client start. text fills the screen in the normal view. The text appears to be older then the current text but scrolls when new text is entered. The console view remains fine. When entering new text the text entry takes place near the bottom of the screen in the normal view and text appears near the top. Restarting the client solves the problem. Here is a screenshot of what I'm talking about... http://timebox.turbolift.com/images/elbug.jpg
  15. |337 H4xx0rz...

    Actually 127.0.0.1 is the loopback interface address. The loopback interface is a vritual device. The basic idea is it makes no sense to send packets out over your real interface when you only want to communicate between two programs running on your local system. WAN and LAN addresses would traditionally be identical. More recently though most firewalls have something called NAT "Network Address Translation". With NAT your address is different on the LAN from what it is on the other side of the firewall. NAT has two purposes. One, added security as people don't see your real IP. (Which is generally a private non routable address such as 192.168.x.x) and you can have many computers using only one IP.
  16. Chat Bug

    That would be my guess as well. It just happened again to me and I recognize the text as being from around 24-36 hours ago.
  17. This Has To End Now.

    I think the concept is you wouldn't have to do it right away. Personally I prefer cash over a quest. And it would seem simpler to implament.
  18. This Has To End Now.

    Lyanna's idea sounds very cool to me. Eliminates bag jumping and associated problems and depending on the cost of getting items back goes a long way towards making death painful.. On the other hand it is nowhere near as nice as the current system if you always have a friend or guild mate around to save your stuff. Which makes it kind of balanced.
  19. Economy

    Also, while there is a good core of long term players there is also a lot of turnover. Meaning tweaks to the economy are likely to have an impact much more quickly then you are stating since a fair % of the player population is new at any given time and thus started out playing under the tweaked system.
  20. Monster Drops

    Good point, and an example of something that should likely be changed. Scrolls are certainly one way mages could make money.
  21. Plus what happens when people stop playing who have one of the limited number?
  22. Monster Drops

    Right. My point was that you shouldn't have to be a harvester and a fighter for instance. IE, any profession should have a viable shot at being profitable by itself. If you want to be a generalist (I do to some extent), thats fine. It just shouldn't be a requirement.
  23. Sugestions

    It doesn't need to be that complicated, just simple counts. I've got a lot of DB experience and the overhead on this could be trivial depending on how the backend of EL is implamented. Yeah, it would be nice to be able to track everything from birth until death but I agree the overhead there is likely not worth it. (Even if it were possible).
  24. Sugestions

    Hmm, actually keeping track of all items over time would be useful. Throw in surveys of market prices at a given point in time on various items and you'll start to get a much better picture of what effect various changes have on the economy. I have no idea how all this data is stored but I suspect a program could be written to gather most/all of the stuff I've suggested in a day or less. Good hard data is always your best friend when trying to understand a problem.
  25. Monster Drops

    Ideally all profesions should be able to operate viably in isolation. IE, a crafter should not need to have to fight, a figher should not need to harvest, etc. In reality of course this is very difficult. None the lesss I think it should be the ultimate goal to move in this direction. Just to be clear I'm not saying that different types of characters should never have to interact with each other, only that being a generalist should not be required.
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