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Ruln

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Everything posted by Ruln

  1. Sugestions

    Well, actually I don't know of any manu'd items that sell for more then they cost. Then again I'll admit I don't sell to other players so maybe I'm wrong. I've noted before that the current manu/crafting system is working strongly against the economy. I don't really see a lot of hope until that problem is dealt with. It would be interesting to graph over time the number of characters active over the previous 30 days along with the total number of gold coins those players have. This might lend some insite into how the gold coin supply is changing over time. Another problem is the population. IE, more active players would likely lead to a more robust economy. In theory as EL grows in popularity some of these problems should get better. Though again I'll say there will still be problems even then if the manu/crafting side of things isn't changed significantly.
  2. Sugestions

    I understand that. The point however is that the only way to fight deflation is to put more money into the game. More money leads to inflation, which is not surprisingly the opposite of deflation. Inflation means items start costing more. Of course in real terms they end up costing something close to the same in either case.
  3. Sugestions

    I won't claim to be an expert in economics but I'm having trouble understanding the logic here. On the one hand you are claiming that deflation as because of an oversupply of goods (True) while on the other you are claiming that to much money leads to inflation (Also true). So you have essentially agreed with me while saying I am wrong. I'm very confused.
  4. Sugestions

    Haven't you essentially done that already though by greatly reducing monster drops? And given the recent deflation why would you want to remove money from the economy. Wouldn't you want to do the opposite to neutralize/reverse that trend?
  5. Various Observations

    On the subject of tracking, a lot of the problem is related to the fact that you currently have to be very close to an animal or monster to actually attack. It can be a wee bit frustrating at times.
  6. Monster Drops

    How are fighters going to make money with no drops? Must they harvest as well? Why should they? For pure fighters to work with no drops the monsters have to start droping a lot more gold. Note, I'm all for pretty much eliminating drops on things that can be made, but for the economy to work you have to give fighter types some way of making money.
  7. Polishing Minerals

    I haven't made it to diamonds yet but from what I can tell polishing gems is about the easiest/cheapest way to level in either crafting or manu. Making rings on the other hand is a big pain in the back side and frankly not worth it. I started polishing at level 3 crafting and though I failed a lot initially it didn't take much time or money for me to advance to level 16. Of course it helps that I've been playing for nearly five months and have a lot of gold and other experience to leverage off of.
  8. Lower Lvl's Taking Your Animal/monster

    One possible solution is to change the game such that there is no advantage to fighting without a weapon.
  9. Exactly. Not adding a slot if you force the rostogol stone to be equiped is a pretty fundamental change to the game for that reason. And not one I'm excited by. Since the day the rostogol stone appeared there has been a huge effort to essentially eliminate it. I'd suggest that with the reduced frequency we have reached a reasonable compromise position between those of us who think it is a reasonable item and those who feel it is not. At the very least it seems like some time needs to pass so that we can better asses what difference the recent changes will make. And if somebody really has to implament this then I'd strongly urge that the destroyed rostogol stone do damage to anyone who is in attacking to balance things. If that kills then them bonus for any pk'rs nearby I guess.
  10. So in other words this is just a not so subtle attempt to remove the rostogol stone from the game.
  11. Hmm, all equipment slots are currently spoken for meaning another would need to be added for that to work. And what will be the balancing downside for the person using the ring of power? I believe I proposed that it cause damage as it breaks the rostogol stone. This seems realistic given the power and cost of a rostogol stone with the new frequencies.
  12. As I said earlier, all I have to do is carry two rostogols to defeat this. Or three, or four... If somebody wants to thwart this then it is not that hard to do so. (Though it may be expensive.)
  13. Player Rep

    I wasn't trying to complicate things, just make them fair. One person is never going to be fair. The odds of three people coming to a fair decision is much better. BTW, ombudsman/ombudsperson is the term used for this sort of person/people in many worplaces in the US.
  14. Player Rep

    In an ideal world you would actually have thre aribtrators for each case. All three would hear the case and then each would decide which side was in the right with the majority getting to write up the conclussion.
  15. Monster Drops

    Its easy to understand the probllem with the EL economy. IE, raw unprocessed items such as titanium ore are profitable while making pretty much anything from those unprocessed items is a big time losing proposition money wise. The hard bit is figuring out how to fix this... Reducing the drop frequency is one part of the equation. The other part is greatly reducing the amount of items produced. Right now people are forced to produce vast quantitites of stuff to advance their skills. I've proposed this before and I'll propose it again. Change the manu system to be more like the book reading system. IE, making stuff takes a long time. BUT, you can do other stuff while you are making something. In conjunction, give way more experience for making things. You could multiply the creation time byt 100 and do the same with the exps. If 100 seems to high then try some smaller multiple. Fiddle with those numbers until the supply gets to the point where the demand is large enough that people make a profit selling processed goods. Along with this greatly increase the gold coins that monsters drop. There would likely need to be some tweaking here. Maybe I'm wrong, but this seems like a possible solution to the whole economic mess in EL.
  16. Monster Drops

    I'm not a fighter primarily (A/D 30/32), but I'd like to see monsters drop more gold. The amounts currently are pathetically small. They may as well drop none frankly. Reducing the item drops is fine, but it should come in conjunction with some sort of increase in the gold drop. Not enough to make up the diffenence neccessarily, but enough to make up at least a bit of the difference.
  17. Which Gargs Are The Large Ones?

    I don't prefer the way it is (Choice 1 above) but have to live with reality. If I attack the "medium" sized ones then I'm going to take a lot more damage then if I attack the "large" ones. I suspect it is supposed to be a clever joke. Its just confusing though.
  18. Yow, a mod said that? Hrm. don't know what to say. Harvest really is the one place you take damage where you can 100% control wether you die or not. You don't need a ring of disengage or anything fancy. Just don't harvest when you have to few MP. Rostogol stones were 6k at the cheapest from what I recall. I just don't see that being cost effective when all you have to do is heal yourself with a potion or magic to avoid croaking while harvesting.
  19. Anyone who dies while harvesting either is dumb or doesn't care. Seriously, you know what the max damage is, you know what your current MP is. So you don't harvest when you are below the max possible damage you can take. I've died once harvesting in the past couple of months and it happened because I pushed my luck and tried to harvest while below 37MP. I paid the price, I won't do that again. Which is why I really doubt they are for harvest types specifically.
  20. People do not get them like crazy when harvesting. They did the first day or so that Rostogol stones existed. Since then I've gotten three, and I spend several hours a day doing nothing but harvesting. And for several weeks I didn't get a single one. They've also been made far more rare as monster drops. My advice to people with Rostogol stones? Hold onto to them. They are only going to increase in value. In fact they already have from what I've been told.
  21. Daxon, I just figured there should be a downside to the ring. If it has a chance of damaging/killing the person using it when it works then that makes it more fair in my opinion. Otherwise as JohnnyWrath points out it goes a long way towards eliminating the usefulness of the Rostogol without any drawback. Of course carrying multiple rostogol stones would be a way to mitigate this. First one doesn't work? Fine, the second one will. The other person has two rings of power? Fine, I'll carry three rostogol stones. Which now that I think about it is a pretty good argument against this. It'll just lead to constant escalation with little real impact.
  22. Calling All Map Makers

    What sort of compensation? Gold, real money? Items? I'd give you a couple of EFE's if you did a map of the garg cave.
  23. And when the ring breaks it should do something like 50% of their max MP in damage to them.
  24. It sure would be nice if it were in the next version of the client.
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