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ttlanhil

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Everything posted by ttlanhil

  1. Advanced Broker-Bot

    Whoops, missed this the first time around.I want you to sit back in your chair, and think about why this is so wrong. Give up? Because comparing to RL doesn't work in many cases. The following is somewhat of a generalisation, but it's mostly true. In RL, people's livelyhood depends on making money, it has a lot more meaning than in EL (where it only means new toys, as opposed to living and eating and having clothing and shelter). People care a lot more about earning money. People will often take the time to get a good price. Resources are limited, and you generally can't get all the resources yourself. People aren't willing to lose money just for experience (well, not usually). People can't do all things themselves, they're forced to interact. I could go on with the examples, but I don't think I need to.
  2. Advanced Broker-Bot

    Right, and it's that sort of thinking that allows big businesses IRL to squeeze out the smaller operators, so that they get the sales later. If that's where the money is, then they will. If that's what they need for their own or guild projects, they will. Some things, like FEs and HEs will be mass-produced for sale, since they actually have a market (as opposed to many other items that are harder to sell). Nope. They'll send to a few close ones. Part of the listing of bots that I agreed to was the location thing. You can list the trade bots in Portland, say, but not get prices until you actually contact them to get correct prices (and availability, which is possibly even more important).Plus, what makes you think people will PM all the bots? Right now, people already would have a small list of bots they check... If you have a bot-search that also does locations, they can also check the nearby bots... And it doesn't make price competition the main point. And personally, I think for the odd trade (as opposed to the trades with the bots one normally trades with), location is going to be more important than price anyway.
  3. Advanced Broker-Bot

    It's not just prices that can change based on who asks, some bots will buy/sell some items only from/to certain people (eg guildies).Any indexing service will not be accurate, and will place a higher level of price competition on the bots. That's not good for the economy (many bots are already selling for around market price just to get sales... What happens if they start selling for bare minimum cost for a high level player to make? low level players can't afford to absorb losses at those prices).
  4. Close all windows key

    Ctrl+h -> shortcut keys -> page 2 Really, the in-game help may not be the easiest thing in the world to use, but it has a lot of info
  5. We have a lot of storyline. It's not designed and integrated very well (there are some brilliant stories, but it's not tied together or, as a whole, at all beleivable), but it's there. As for cutscenes, what purpose would they have? Is there anything they can do that fanflicks can't do?
  6. Bot's

    Sigh. That discussion has happened a number of times before. Bringing up the idea of centralised data here will derail the thread, because there are people who are strong in their opinions on each side.
  7. Robinson Crusoe

    Just as a note, last I knew some of the maps included with the client are unused but active; this idea does seem interesting, so perhaps the admin would be willing to allow the use of one of those maps for an event like this (we can hope, eh?). There are no NPCs on these maps AFAIK, and possibly no harvestables either, but those can be added with a sever update, no need for a client update... It'd take a lot of accounts, but I'd be able to set up camera bots so people can see all the action if that's also approved by admin for an event like this. You've piqued my interest, I hope this idea takes off
  8. Bot's

    Well, I understand that you don't mean that for a new channel, but that really is the central idea behind the bot channel thread.
  9. P2p Races

    Furries? Not original anyway. Likewise, and would look odd, IMO. Oh, puhlease... The stereotypical amazonian warrior is wearing very little and has idealised dimensions... While giving the impression that what society considers to be the idealised woman doesn't play games isn't a good idea, it's better to more accurately represent women...Having female characters as something for the Horny Net Geeks to drool over doesn't do anything to help the cause of the female geek (or other females, for that matter). (This should not be taken as derogatory towards those women who like the sexual attention, but I'm pretty sure they aren't the majority.) Luckily, Roja seems to do her best to cover this (well, we're all reasonably fit in EL, but other than that...)
  10. The EL Gala--Final Details!

    I'm still hoping this will be every EL year rather than RL year (which would make it roughly every 3 months)
  11. Patch to add break list to counters

    Well, the current deaths counter only includes deaths from the wildlife or other players. Harvest deaths would be stuff like radon and bees. It's not ideal, but I imagine you can detect it by it being within a second or so of a "myplayername hit harv event" message. Heh. So godless you don't know how it works? The god blessings are a temp plus to the skill, like potions except cheaper and larger. So not relevant here. The xp bonuses, apart from the one-off for mortos, are all passive, like scholar's day. So again, not relevant. Well, I'd probably go with a new tab for all harv events, which would count all stones and such as well, so you might as well catch the full range. One other thing is the harv med. The numbers are changed for cash and xp, but the messages are the same format, so that's not a problem; it's just one more message for the med being broken. I'm not certain, but I imagine that if you had all broken equipment as well as harv events, well, it might not be as long as some of the current lists people already have. So I'd vote for making it one tab. Just personal opinion, of course. I've only seen a few comments in-game that I recall; surprisingly it doesn't seem to be something people have talked about a lot, although I expect people would appreciate it once they have it. Maybe some more people will post with their opinions, if that's help (hint, hint)
  12. Disclosure of the rate changes

    How is that going to help?It'll make the numbers more appropriate. Compare number of EFE that would be in-game if it was based on the number of total accounts, vs if it were based on the number of accounts that are being played at least once a week.While the lower level players may produce a number of EFE, they aren't going to be (or shouldn't be, considering the people who've used iron plate to hunt beavers and such) the people who consume them (as the mixer or user of the item). When you want to consider how many people are likely to use something, you have to exclude those who won't from the total set
  13. Patch to add break list to counters

    I'll have a look to see what can be done with those.So, do you know if this is a yes or no yet? I'd think that there's a few patterns you need to match, but you should be able to just simply match local text..?
  14. summoning stones

    Now in CVS, hopefully it fixes all the problems
  15. Disclosure of the rate changes

    Okay, I have a couple of comments. 1) Please read before you ask a question. Several of us had already answered "Why is it bad?" when people asked (yes, in this thread). 2) A static limit is a bad idea. A limit that's based on the number of active players is better. One that takes into account the general level of development of the characters better still (as that will often, though not always, indicate the level of involvement of those players. Compare an account with almost no stats that plays an hour per week vs a high level and rich account played many hours a day). 3) No, this isn't an ideal solution to the hoarders (and as I said before, I don't have an issue with the people who make the items collecting a few before selling, or the people who use them buying a reasonable number; I have a problem with the people who buy now so that they can sell for more later. That's price fixing. And as soon as the prices start to go down, whether from Ent adjusting the rate or from a few of the hoarders selling, yes, many other hoarders will sell as well (why wait for the price to drop further)... In extreme cases, you may lose a lot, fast. Maybe even go from 5.5k to 4k in a few days. And when you consider how many EFE that might be getting un-hoarded, you can't say that won't have an impact on the economy). But it is something that can be done without radical changes to EL's game system.
  16. Last I knew, there was no message at all when a char is locked. You have to check the player stats page to find that out, which isn't really an ideal approach. So yes, I think a message for when a char is locked is a good idea.
  17. The EL Gala--Final Details!

    For taking screenshots, use ctrl+p and it will be saved (the old printscreen method was required for the official windows release until 1.4; but it's very poor in comparison). EL will automatically save the screenshot in, by default on windows, C:\Program Files\Eternal Lands\screenshots\ or in ~/.elc/screenshots/ on *nix, and similar on OSX if it's set up.
  18. Bad lights on maps

    If I recall correctly, Ent said to use the map bounds; no light should be outside of the map. However, yes, a light that close to the border will probably have useful lighting; it'll change angles and cut-offs depending on how far out of the map it is, so being less than 0 doesn't always make it bad. I would think it's unlikely that this is actually a corrupt light, as the values seem to be valid (compared to the range of values that you can see with the corrupt data; at least as light values). Unless there's a good reason to cut-off at 0, I think it's probably best to extend the check in the code to -10 or so
  19. Disclosure of the rate changes

    On one hand, the hoarders are doing damage to the economy. Something has to be done. On the other hand, people would go nuts trying to figure out the changes to everything each update. Note that I don't have that big a problem with the people who use stuff having a bunch. I don't see a problem with the top 50 manu'ers having a few dozen EFEs in storage at all times in order to handle a sudden spurt in demand. The same would apply for people who do a lot of fighting having a dozen rostos (but probably not that many more than that). The problem is the people who are hoarding to sell later; as I've stated before, others have covered before, and Ent has said in this thread. So I think a good experiment would be to announce how many things have changed each update (or if nothing changed), but not which items or how much, so people at least know when to look, and how many things to look for. On the other hand, I also like the idea of more gradual changes, that can fix the issues without being a sudden spike.
  20. Magic meat :)

    Also same with tele rings in no-tp areas or diss rings when not in combat. That was reported before, and Ent said it was by design. *shrug* ed: Whoops, missed the point. That's what I get for answering one question on channel 4 for an hour.
  21. "Look at" storage

    That's a workaround. And not perfect. Sometimes I'll agree that existing methods work well enough; but in this case, I think sending the full description for storage and possibly also trade items would be better.
  22. Online Virtual Game Rape?

    Cracking (not hacking) accounts might be a breach of trust thing, but it's not really the issue at point. Killing and even banditry in MMORPGs is, while not exactly a good thing, part of the game. But when you start to talk about things like rape, it's a whole different story. I'm going to talk in general here, not at any specific event. So don't read too much into it in the wrong way. Yes, you have #ignore... But why do you have to use it? Sure, there are cases where people over-react, mis-interpret (quite common online, with lack of voice (eg tone)/face/body language clues), or just don't get the 'joke', such as it may be intended. And there are, of course, many cases where #ignore is the appropriate thing to do. But there're also cases that really are inappropriate unless between consenting adults. "It's not a real person, so it's okay to kill them" sorta works. I mean, it'll probably have an emotional response (anger, frustration, fear, whatever), but it can be part of the challenge and atmosphere of the game. But "It's not a real person, so it's okay to sexually harass them" doesn't. Because at that stage, it's not the character, it's directed at the player on the other end. Now, the number of women who play online is a lot higher than some people would expect... Why? Because some guy's behaviour (largely the teenaged male, I suspect, though they're hardly the only culprits) gives them good reason not to broadcast their gender. There are other things that come into play as well, of course, but I imagine the bad elements online are a large part of the equation. Personally, telling people with valid concerns (where they really are valid, which they aren't always) that they should just use #ignore is about as bad (generally not as severe, but as wrong) as saying women should be careful of what they wear and where the walk at night to prevent real-world rape... It can help, but why should they be the ones to make changes because someone else did/does/will do something wrong? (I used to believe, without thinking a lot about it, that they should just avoid problem areas. And today I'd still suggest they do. But when I read the above elsewhere online I agreed straight away. They weren't the ones in the wrong, so it's not right they're the ones to have to change). Now, I know a lot of people won't agree (both male and female) with what I've said, but please consider it, and don't just brush off inappropriate behaviour because it's online. Because the person on the other end is a person, whether you talk to them face-to-face, on the telephone, by letter, or in an online game. Anything that you wouldn't say face-to-face (social interaction and proximity, the only distance of communication that evolution is close to preparing us for) or in a letter (where you have time to think about what you'll say) probably shouldn't be said online either.
  23. As above, not really practical... However, I also don't see how it'd help. If you need more space, increase the resolution EL is running at (and if you can't, well, where would you put those extra windows? Multi-monitor setups are still rather rare). I do know the problem you mean... But I don't see why putting windows in the right place can't help. When mixing at sto I tile the storage, inventory, and manu windows so I can click the "mix" button and not much else by default. Then it's easy to drag things back and forth, and then mix, without using up as much screen space (and hence I can see a fair bit of the chat in console).
  24. "Market" value of EFE?

    Ostrich syndrome sounds good, but it's not the whole story... Why else would great sword prices be reasonably stable at 21-22k? Sure, the cost of a wolf bar has gone up with the cost of serp stones, but it hasn't been profitable for a long, long time. The problem is also with the people selling things. First up, there isn't just the one entry point for these items into the economy. Anything that's a monster drop (lets point the finger at ti long) is going to suffer badly from that. But anything that a PKer gets for less than the cost of killing someone is worth, to them, selling for a lower-than-cost price just to get the cash now. And of course, stuff that was made earlier when it was cheap is going to turn a profit now (some people are hoarders. Many aren't, as I'll get to, but some are, and they can afford to sell for less than the current cost price). Next up, people are looking for rares. This is exclusive to the steel/tit plates, great swords, and perhaps damage rings (the other things that come to mind, like FE, have a high enough demand for the base product that rare versions aren't the main motivator, they're a bonus). And heck, why not? If you lose about 3kgc per great sword, and after a few dozen you make one worth 200k, you're well in front. Then, there's experience. That's not just that you get experience (which is worth something, and can be used to self-justify asking less than it cost you to make something), it's also that you made something different from the leather helms (or whatever) that you normally grind on to get levels. People are impatient. There's valid reason to sell now for a little less than you'd get in the future, if that extra money now can be used to earn more money (that's sound economics), but people go well beyond the sound economic level in EL. They want it now. Sometimes this does make sense, if you need a lot of cash now for a big investment, though usually not. And now we come back to the ostrich. People have seen other people sell for less (or worse still, someone told them someone else sold for a low price, and they naturally not only believe this person, they assume this other price is a valid one, and not a once-off from someone who was clearing stuff out) in the recent past, and think they should be able to get a better or at least the same deal, whether it makes sense or not. There are probably a number of other factors as well, but those are the ones I can point to now. Unfortunately, I don't think we can change this... Why? Because there's a point to trying to get rares, there isn't ever likely to be enough of a market on things like great swords that supply has issues (and if there is, it'll probably be because of the lack of serp stones, EFE, etc, which just increases the cost price and hoarders keep the prices up). And because people in EL don't trade as if it really mattered and their livelyhood depended on it. Because it really doesn't. Unlike in the real world, if you go broke, you don't really lose that much... You just have less things which you can use to impress people and to gain more stuff (and as we all know, you can make cash as a newbie with nothing... A higher level player with no items can do it faster). It's "just a game", so people won't use realistic, logical planning and thought. And many players are probably young enough that they haven't done much economics beyond, occasionally, high school textbooks (I'm looking more at team leader to lower management level, or college/university economics). Not that they always should, of course, it is a game, and too much analysis isn't going to make it fun. But there are areas where an understanding of real world economics could help EL's market work better.
  25. show guild with eyeball cursor

    The one advantage I see is so that you can scroll back in console... But that doesn't seem that big an advantage, really... Is there something else?
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