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trollson

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Posts posted by trollson


  1. Quite true sadarar, the combat system for PvM is too deterministic; too little risk once you know you can take on a particular monster.

     

    We have suggested having a random element to a monsters strength(s), determined when it spawns, with enough variation to overlap with monsters on either side of the "strength list". A bit of a surprise, and it may break up spawn sitting :wub:

     

    I don't think non-intelligent creatures should carry loot with them; a white rabbit dragging along a serpent sword would be quite a sight though! I prefer the lair approach.


  2. Good idea - nice balance between pros and cons.

     

    A very specialist item, but then its no more than something that is only used in combat. Would give some reason for characters to take the Excavator perk.

     

    It will be in lower demand than an excavator cape, but have the same appearance; to limit trade fraud it may need to be more valuable than the excavator cape, by market price. Does it do enough to make it so?


  3. Why the limit? What are you judging a Guild by?

     

    If the 10 top fighters choose to set up a guild, you are saying they are not worthy of a banner?

     

    It is a gross simplification to assume that the worth of a Guild is measure by its age or number of members. Its not something that can be quantified easily, if at all.

    * Just to add that I do think there is merit in a system in which you develop your guild over time, similar to developing a character. Some of this was discussed in the thread "
    " (this would make Guilds more of a commitment, and require shorter-term "teams" or "parties" as secondary groupings, as discussed elsewhere). But that is quite different from the system we currently have.

     

    * If banners are implemented, it is likely that they would come under the "custom looks" feature, and in which case you'd have to pay for their inclusion in the game.


  4. May be possible through the custom looks feature for the a guild?

     

    Either add a new "standard" object into the game as a two-handed item, or customise an existing but rarely used 2 handed item (staff or quater staff). The customise feature also looks for alternate meshes as well as textures, so it may be possible to override a completely new item.


  5. //mine types
    #define MINE_TYPE_SMALL_MINE 0
    #define MINE_TYPE_MEDIUM_MINE 1
    #define MINE_TYPE_HIGH_EXPLOSIVE_MINE 2
    #define MINE_TYPE_TRAP 3
    ...
    #define MINE_SMALL_MINE_E3D "some e3d object"

    Okay, this has bugged me for ages now...

     

    Far too much information is set out in '#define' in the client, requireing a client update whenever a new item is added. This sort of data could be held perfectly well in configuration files, and changes handled through the autoupdate mechanism.


  6. Implementing this would mean giving monsters their own inventory, as their drops are created when they die (afaik). This wouldn't be a waste of effort, as it could be useful for other game events.

     

    Alternatively, each monster could have a "lair" in its spawn area, represented by a hyperspace bag. Random loot from its victims could go into this bag. When full, or discovered, a new lair is formed.


  7. I am reluctant to put up suggestions here, as I haven't seen the notebook implementation yet, but there are a couple of things which I would consider here:

    1. Notebook as an extension of the readable books.
    2. Easy to read from your notebook (select text in notebook, paste into chat buffer).

    Implementing (1) would be interesting. No scrolling is involved, as there is a limit to how much text you can write on a page. Instead the 'next page' (when at end of book) gives you another blank page.


  8. As an alternative to the new ingredient, and to make things a bit different...

    Consider making an
    "unfinished"
    potion from the regular ingredients, which is then
    "use with"
    a living dragon to change it into the final form (risking, of course, the wrath of the dragon or breaking the vial in the attempt).

     

    If the system can handle it, the
    "use with"
    may have to be with a dragon in combat (to get the fresh blood).

     

    As another alternative,
    "use with"
    an empty vial on a dragon (in combat) to create a vial of dragons blood. Obviously, dragon's blood ignites when exposed to air, so it needs to be collected and sealed in the vial quickly.

    As for the potion description:

    The negative effects should be more random; it shouldn't be possible to "safely" use such a potion because you know you've got enough health to endure the damage.

     

    That said, if your opponent disengages, then you take the whack, the opponent can re-engage your weakened self. So there are tactics here, at least for PvP.


  9. Some people do make distinction between real life and a game.
    Those are not the people to be worried about.
    ...he just said it sounds to him as a bad tactic.
    From the mention of the qassam rocket I rather hope the poster was being ironic.

     

    I have used suicide tactics in RPGs & wargames before, but I wouldn't make it a feature of a public/published game.


  10. Anyway, what exactly do you use to clean your arse after you produced some manure of your own (for the engineers to fight over)?
    Plenty of old newspapers scattered about, no problem apart from an inky bottom.

     

    Other things used before toilet paper was commonly available (curtosy of toiletpaperworld):

    • Newsprint, paper catalogue pages in early US
    • Hayballs, Scraper/gompf stick kept in container by the privy in the Middle Ages
    • Discarded sheep's wool in the Viking Age, England
    • Frayed end of an old anchor cable was used by sailing crews from Spain and Portugal
    • Medieval Europe - Straw, hay, grass, gompf stick
    • Corn cobs, Sears Roebuck catalog, mussel shell, newspaper, leaves, sand- United States
    • Water and your left hand, India
    • Pages from a book, British Lords
    • Coconut shells in early Hawaii
    • Lace was used by French Royalty
    • Public Restrooms in Ancient Rome - A sponge soaked in salt water, on the end of a stick
    • The Wealthy in Ancient Rome - Wool and Rosewater
    • French Royalty-lace, hemp
    • Hemp & wool were used by the elite citizens of the world
    • Defecating in the river was very common internationally
    • Bidet, France
    • Snow and Tundra Moss were used by early Eskimos

    Just so you'll never be caught short again...


  11. and when you are drunk all creatures attack you :icon13:
    No no no... When you are drunk all humanoids look really lush... and then you wake up with a hangover next to a female goblin, *then* she attacks you.

     

    As for the effects of dehydration and alchohol:

    • No more reason to die of thirst than there is to die of hunger in EL.
    • The effects of intoxication can affect any attribute, nexus, or skill, and need not be limited to health, mana, or food levels. You may be 50/50 A/D when sober, but you are a lot less when pissed (even though you believe you are invincible!). For that matter, intoxication would probably have an experience penality in there somewhere.


  12. What if you are running two clients on the same host?
    As Florian has already indicated the different ports used by each client client...
    Not actually the point of the question (see above). We've already used snoops to decode the EL protocol for a running session (using pcap libraries).

  13. The thing is that those items probably won't be breakable unless in combat.
    Yes, good point. This applies to a lot of items, especially those which have no place being equipped in combat (Articifer cape?).

     

    I have suggested before that damaging harvest events should have a chance of breaking equipment, like a blow in combat. After all, there's not much difference between being hit by a club and having a cavern wall collapse on you.

    Of course, this is never a popular suggestion

    :icon13:


  14. evilmangopie:

    Nice items! Not too powerful, varied, and fit in with some of the newer aspects of the game.

     

    I've always though that for every mundane item there should be a chance of an enhanced or moddable form. Maybe we can have moddable gold and silver rings and medallions (blanks) which could be used to make more exotic items (ala magic swords).

    trollson is still waiting for his moddable pants...


  15. What if you are running two clients on the same host?

    Two different dest ports, no problem.

    How do you know which one to issue sounds for?

    For example: There are two (or more) clients running, using different 'elc.ini' files. Primary client is doing the fun stuff, and has sound enabled. Secondary client is doing the drudgery, minimal sfx and no sound.

     

    I'll answer myself then -- the snoop listens to messages from the client to the server, and is controlled by text commands. These should be ignored by the server, and should not appear in chat (#...).

     


  16. If you pulled the 'elc' module (EL Client) from CVS, there is a 'map_editor' module at the same location. You need both elc and map_editor, since the latter refers into '../elc' for some files. I managed to build the map editor from the HEAD on 32bit linux the other week -- a first for quite a while!


  17. how much damage can a rock thrown by hand do against a metal plate armor?
    Enough to knock somebody out if it hits you on the head -- and thats with a steel helmet and just an accidental throw. We're talking half-brick sizes projectiles, which can definitely kill if they hit an unprotected head, or break bones elsewhere.

     

    Thrown rocks are the #1 missile weapon, and not everybody goes around in plate armour.

    ...actually, now I think of it,
    Gnomes
    are the real #1 thrown missile weapon, but rocks are easier to keep in your pocket...

    ...this is only because we don't have any Hobbits or Halflings in EL...

  18. 1 was actually 6666exp I know freaky
    Sorry to burst your bubble but there's no natural number that yields a last digit different from 0 when multiplied by 10 :D
    Ahhhh so he got a surreal number instead? Even more freaky...

     

    Anyway, Harvester Medallions are another item only worth the cost if you get lucky; but on average are a lose? I can understand this if the rare win had the potential to be much more significant (which it may be for lower levels, who can't afford them anyway...), which would be much more than x10. For instance, the multiplier could be a random number on an exponentially decreasing distribution -- average may be x10, but there is an incredibly slim chance to get upto x100, or even x1000, etc. Think of a medallion giving a x1000 to one character once after 10 years of the whole game -- that sort of lottery longshot.

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