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trollson

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Everything posted by trollson

  1. Bookstore Prices

    See a my reply to an earlier discussion on mining...
  2. Missiles!

    Dwarven Missile Technology I think that there is a misunderstanding about the nature of Dwarven Missile Technology. The Dwarf in Nordcarn is a known habitual drunk, as you can tell by the state of his beard. His wild ideas about missiles are completely at odds with the long established and well practiced technology behind Dwarven Missiles. Missile Launcher Ten Titanium bars, forged into chains. Thirty Fire Essences. Three Enhanced fire essences. One large Troll, to be ensnared by the aforementioned chains. This is used to launch the missiles. It has a 1:5 chance that the titanium chains will break and the Troll escape. It needs a Ram Rod to make the Troll launch the missile. The launcher can only hold two missiles at a time. Ram Rod Two Swamp Candles, twised together. One very long pointy stick, on which the candles are attached. One Fire Essence. The correct use of this device (which must be wielded) causes the launcher to discharge a missile. The Fire Essence is used to light the swamp candles, and the whole implement is then rammed into the nether regions of the Troll launcher. Should the Troll escape, the wielder of the Ram Rod should learn how to launch themselves as quickly as possible in the opposite direction. Dwarven Missiles One normal Dwarf (or as normal as they come). Seven bottles of Mead, applied internally to the Dwarf. Four Raw Meat, applied externally to the Dwarf. Semi-prepared Dwarves can be found in most Inns and Taverns in Mynadar and Nordcarn. Chose the variety with the longer beards, as greater range can be achieved. The prepared missile can then be presented to the Launcher. The heady mixture of raw meat and mead-breath will entice the Troll to pick-up the (soon to be) projectile for closer inspection. While the attentions of the Troll are focused on the projectile, the Ram Rod can be applied (in a firm and violent thrusting motion). A trained operator can cause the surprized Troll to project the missile some considerable force and distance. However the technical difficulties of aiming the Dwarven Missile Launcher have never been worked out. It is also advisable to discharge the missile as soon as the launcher is loaded, as a delay will inevitable lead to the projectile being broken and rendered unfit for purpose. This type of missile causes 5-15 damage to the Dwarf. Piercing Armoured Dwarven Missile As per a Normal Dwarven Missile. One set of Dwarven Plate armour, spiked variety, applied to the Dwarf. This is a variation on the normal missile. It is heaviler, consequently has a shorter range. Due to the spiky texture there is an increased chance for premature ejection by the Troll. This type of missile has been known to cause damage to other than the Dwarven participant, and the spiky armour works especially well when launched into the throat of a large creature, such as a Dragon or Balrog. Seeking Dwarven Missile As per a Normal Dwarven Missile. Much much more mead. By increasing the quantity of mead, and most importantly denying the Dwarf any toilet break, the missile becomes a one of the seeking variety. Damage is principly to whatever outhouse, dunny, or latrine is in the flightpath of the projectile. Piecing Armoured Seeking Dwarven Missile This is basically a combination of the Piecing Armoured, and Seeking Dwarven Missiles. The effects are pretty much as anticipated. The Iron and Steel armour may suffer rust damage, as the Dwarf is usually in no state to negotiate the spiked codpiece inorder to relieve themselves in a dignified manner. Firey Dwarven Missile As per the Normal Dwarven Missile, except Replace the mead with volitile Draegonian Brandy. A lit clay pipe, for the Dwarf to smoke. Used as normal, impact is usually accompanied by a loud belch and explosion. The Dwarf is likely to suffer serious beard singeing. Icy Dwarven Missile Start preparing a normal Dwarven Missile, and then tell the Dwarf's wife where her husband is and what he is doing. When she arrives, substitute the wife for the original Dwarf and carry on as before. Making an Icy Dwarven Missile is usually more hazardous than launching it at a target. There is also much difficulty in telling which Dwarf is the husband, and which is the wife. If fortunate, the latter will be wielding a rolling pin. Energetic Dwarven Missile As per a normal Dwarven Missile. Mix the mead with a high caffine and sugar concoction, such as Red Bull. The launcher is not necessary for this type of missile. Sulpurous Dwarven Missile Start by preparing a normal Dwarven Missile. Once the mead has been used, take the Dwarf out for a supper of kebabs, curry, and egg sandwiches. Then leave till until the following morning before firing.
  3. New CLoak or Perk

    Thats a really good suggestion. There has been a lot of discussion about how to make the use of weapons an advantage, and not many ideas really pan out when you look at them in detail. This is just simple enough that it may just work... Not sure how the current system determines xps, other than its a blow-by-blow mechanism. If it was based on damage inflicted (ATT) or avoided (DEF), then just adding in a small power term may be sufficient to bias combatants to using weapons. Say, raise to power ~1.2, multiply by some scaling factor to keep the same average xp rate. Some balancing and tuning would be needed of course.
  4. Trade NPC's new UI

    It would be useful to implement behind-the-scenes stock markets? This can be implemented using relatively rules, and could produce realistic effects (for some definition of realistic...) Markets would typically cover a geographic area, and exist at a number of scales (representing wider trading networks). Local markets would cover a town or city (and surroundings), and interact with Player Characters through the NPC tradesfolk. Trade would also take place between markets to balance prices -- a market would act as a customer to the market of the next scale up (a town market would buy and sell from the continent market). Geographically adjacent markets of the same scale could also be customers of each other. Each market would have the following information for each tradable item: Quantity of each commodity coming into and out of the market; we need to know the surplus/shortage and the total volume traded. Current local base price of each commodity. The markets to which it is a customer (associated markets, limited number). The gold reserves of the market. What markup is applied by this market (sell to customers at x(1+N), buy from customers at /(1+N)). Each period (day or week), market calculations can be run: Prices are adjusted based on supply/demand/volume. Supluses/shortages are resolved by selling/buying from the market offering the best price, adjusting the gold reserve. This trade counts to the next period's traffic for those markets. Adjust the mark-up factor based on the change in gold reserves. EL does not have an existing peasant/NPC economy, so it would be necessary to define a standing supply/demand for each market, to represent local peasant production and consumption. If this is modelled based on some number of peasants, and assigned jobs, then in future Player Characters could rise to positions of authority and start to meddle in towns economy. If the local market is health (cash surplus) it could grow. If poor (gold reserves are in the red), it will decline. Distant markets can be added with fixed settings, to represent regions not covered in EL (furture continents), or as controls to the overall economy. One problem though with the current Character storage system. This effectively allows instant transport of bulk goods across the world, and could destablise the economy. If characters had a seperate store in each continent this would help. Addendum: Initial posting re-edited since it was done in a rush at work.
  5. storage and guilds

    If this is applied, then whatever guild levels are chosen should be announced well in advance. It may be necessary for Guild Masters to review the levels of their members. I would have thought that any member should be able to deposite more of an item which is already in the guild storage. The 'rank-5' priviledge would then be to deposite into empty slots (prevent or reduce disgruntled members spamming their guilds storage slots).
  6. storage and guilds

    Agreed. So if Guild Storage where implemented what additiona advantages do the bots provide? Do we need to add some more priviledges to them (what they are allowed to do) to justify their cost? A few off-top-of-head remaining advantages of a bot: Can carry things that cannot be put into storage (eg Food). Can be located somewhere more conventient (near resources?). The guild can apply their own control on access etc. Guild storage would only available to guild members. Could implement additional functionality in the bot; auto healing members in range? (legal?). An alternative to Guild Storage (or addition) would be the ability to drop things in adjacent bags ("use item(s) on bag"). You couldn't take things out of an adjacent bag, but it may help guard against bag jumping -- line of workers, each with a bag, and a foreman periodically dropping ingredients into their bags.
  7. axe

    The Dane Ax could go through the horse's neck and into the rider (recorded events and recreation). I've used one (though not for killing horses!), because I was the largest person in the society (6'6"). With larger swinging weapons there is an intrinsic speed. You need to be strong enough to wield and control the weapon; but the major advantage of increased strength is in endurance, and being able to wield the weapon for longer without suffering fatigue (in EL this can be interpreted as more hit points). Improved skill may allow the weapon to be wielded faster (better position, footwork, handling). If you are strong enough, then you can take up larger weapons (even bigger sword or axe etc) to take advantage. For example long bows are rated according to their pull strenght -- imposing a minimum, but not giving much advantage if you are above that. Addendum: Removed incorrect reference. Rephrased.
  8. storage and guilds

    But Guild Storage would be relatively easy to implement, especially since there are changes to the Storage interface in the works. (This subject has just come up in-game)
  9. What about 'enhanced' metals being produced in the same way as enhanced essences? Enhanced Iron (Meteoric Iron?) could have strong magic dampening effect (both incoming and outgoing). Enhanced steel (Adamantine?) would be unbreakable. Enhanced silver (Mithril! unless trademarked) would be like steel but produce very light chain mail. Enhanced titaninum (er, Wulfrum?)... never been that convinced by having titaninum in a fantasy game <_< Not sure where enhanced gold would come, but I guess it would have magical properties.
  10. axe

    Are two-handed weapons implemented? I haven't used a quaterstaff in game (only in RL!), but that is definitely a two-hander. Axes can be either one or two handed though. I do find EL's casting of the axe as superior to the sword somewhat at odds with RL. The hand axe (usually 1-handed, but since its shafted can be used to more effect 2-handed) is a cheaper but less effective than a sword, being a reuse of an existing tool rather than a specialised weapon. Although specialised war axes did evolve from the tool, their advantage would have been that they could be made with less skill than was required to make a sword blade. One definitive two handed axe would the be Dane Axe; its shaft should come up to your chin, and was capable of taking out a horse and rider (although when trying that move the wielder is pretty open to attack themselves). As a foot note: Two headed axes are pretty useless in combat, since you don't want a symmetric balanced head. The extra weight in the head isn't an advantage, it just makes the weapon slower and more cumbersome. Two header axes are fine as tools, and in bronze age axes it gives you two cutting edges to blunt, but not for iron axes.
  11. Bag of Holding

    A little suggestion which has been brewing in the back of my mind for a while now... Anybody remember the Bag fo Holding from D&D? I think something similar would fit well into EL, re-interpreted in terms of the mechanics of this game. Properties: A bag allows a non-stackable item to be stacked. The bag is a container with one (1) slot. Any item type placed in the bag is stackable there, regardless. The bag occupies one (1) slot and cannot be stacked. The bag has an encumberance of one (1), plus the total encumberance of its contents. Items in a carried bag are not considered to be part of the characters inventory, for the purpose of manufacture and tools (etc). Placing a bag of holding within another is bad; both bags are destroyed. The bag and contents are considered a single item for the purpose of death bags. Observations: Overcome the slot limit for portage. Should not open the flood-gates for mules, since its use is reasonably specialised. Requires a more flexible concept of 'container' in EL. I feel that this would be useful in the wider scope though. Questions: Can you open a bag of holding without picking it up?
  12. Reading suggestions

    The bonus for reading in libraries is nice -- its hard to justify how you can be studying a book while fighting! Although, of course, this is just an abstraction to represent learning during 'down time'. Vanishing books is ok though -- have you either just loaned the book, or have it in your library somewhere, and continue to reference it whenever you use the knowledge? Personally, I would like to be able to create books -- require a much higher level (+20) than recommended for the knowledge in the book. Possibly with a 'literacy' nexus (required to read books and retain their knowledge -- big con to resetting!). Add in an ability to research/develop a (completely new) knowledge without a book (level +50). Then remove all book sellers from the game, so knowledge is only passed on between characters...
  13. Girl or boy

    Would it help to have more variety in clothing? Everyone in EL appears to be in tunic and pants - what about some dresses/skirts/kilts/robes/loincloths etc.
  14. Ring of WTF?!

    Reminds me of the D&D "Rainbow Wand" (?), which had a random effects table. If such an item existed in EL there is no reason to make the effects list defined -- more could be added as a whime of the developers/admin. Especially if some where *very* rare. Colour effects are client side, so there would be little point to them. Some sort of blindness could be done -- all characters/creatures appear as anonymous forms or there present is not sent to the server (you would always be able to see the map and terrain though). Similarly deafness (no chat). As usual, and bad-effects with a time duration don't work, since the character could logout or go AFK for the time. See threads on punishments for discussion, but basically any negative effect intended to provide balance cannot expire after time, but after actions, so the character must do something (often repeatedly) to drive off the effects.
  15. EL Calendar

    Depends on whether time in EL has passes at a faster rate, or at the normal (RL) rate but with short days. I have thought that since 1 EL day = 6 RL hrs, there are 28 EL days in a RL week. So if you want to call a RL week and EL month it sort of makes sense. It would be interesting to build an EL calendar; moon light at night varying over the course of a RL week -- event triggers for full and new moons, eclipse cycles etc.
  16. running multiple clients under linux

    For the bourne shell (sh, bash), try the following: HOME=~/EL.1 el-executable & Environment variables can be set in the same command line (note: no ';') as the following executable, in which case they are passed to the environment for that executable only. I think that Brin's example would have to export the new HOME (unless thats just subshells... too many different unixes). Also change the 'EL.1' bit for each session of 'el' - there should be a '.elc' subdirectory in each (assuming 'EL.1' is a directory, '~' expands to your home directory.
  17. quest writing questions

    Can you clarify this point -- I thought Puntif was asking as whether the NPC could be a monster type (eg, a goblin), using that 3D model; the answer refering to a portrait (2D image?). My question: Can quests be written to be dynamic, so that each character to follow a quest gets a different 'path'? So, once one leg of a quest is completed, it is re-written (change target objects), so the next character cannot simply follow the previous one (ie, become 'walk throughs'). While I guess that this is not possible, it would not be infeasible to do.
  18. The screens are back!

    Haven't you seen Excaliber?
  19. Mercury

    If your mining mercury, then it would be a mercury ore (most common: Cinnabar) which would then be refined into the metallic form you currently buy. In EL turning the ore to the metal would require fire and air essences (in an analogy to the real process). Cinnabar is dangerous to touch, so gloves are recommended. Veins of the mineral can be found associated with volcanic activity and hot springs. See wikipedia for more information.
  20. Vials and perks

    Are you suggesting that vials are carved out of blocks of quartz? I would have thought that a process more akin to glass blowing would be better, using quartz, fire essense (to heat the quartz), water essense (to cool the quartz), and air essence (to blow the form), with some special tool (glass blower?). A fine and delicate art, so a high skill level and knowledge.
  21. Prisons

    Nah. Make them carry everything they had -- especially if they where fully loaded and have to break rocks! Many more trips between rock pile and warden. Think of the danger of dying in a rock fall and leaving a deathbag in the midst of the scum of the world...
  22. There should certainly be an advantage to fighting when mounted (though there may be weapons requirements). If this factors in the strength of the mount, then it could balance. Elves could easily get their Deer mounts, so be mobile earlier (in level terms), but wouldn't get much advantage in combat from riding such a weak animal. Ochans, with the suggested Chimera-Wolf (and I guess Zelse was thinking of Wargs there) would have to wait until much higher levels. Another factor could be additional carrying capacity (or not). If your character can carry 2 tonnes of iron ore, it doesn't mean that your mount can carry you plus that weight! This needn't be related to its fighting prowess (although in EL mechanics there is an unfortunate link). I would assume that a high Animal nexus would be required to ride and/or fight from beast-back.
  23. Bag of Holding

    Good point, if they have unlimited strength. Although -- can you currently move items between your inventory and a bag while in a fight? Not a reasonable thing to do, and the same would apply to accessing the items in this type of bag. So access should only be possible to the items in the normal inventory.
  24. flower-monster?:P

    Announced with: Mother Nature is really out to get you...
  25. flower-monster?:P

    I am assuming that the plant would not be visible (not sent to the client) until it attacks. Otherwise its name and health bar would be visible. When it stops attacking it vanishes. Can the plant be made to spawn in the same place as an existing (mapped) plant? This would mean that it couldn't drop goodies in the normal sense, since the bag would appear where players cannot tread. Since it does not move, deathbags would accumulate around it... It would take team work to harvest -- one character to occupy it by fighting, another to harvest. Don't make it harvestable when dead, this would be more interesting! Of course if the fighter is killed, or suceeds in fleeing (if defending) then the harvester is in trouble. Also, can its hitpoints recover after a kill? Maybe even increase... Old plants may become well known in location, but very very dangerous. If it also attacked passing animals then this would be a start of the surrounding deathbag pile (and some easy food).
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