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ttlanhil

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Posts posted by ttlanhil


  1. the higher youre a/d gets the less exp you get because the #'s you get are smaller (ex)if you gain 10a/d levels you will get 18 less exp per hit , this adds up after a while,

    but if you make leather helms in manu school the ammount of exp you recieve remains constant ..

    Yes. So the fighters are inclined to go up to higher-level critters. While the people making stuff are inclined to stick to low-mid items, for the most part (because that's what there's ingreds for and best value to mix. Steel/tit plate is worth a lot of XP, but there's no point trying to level with it).

     

    At the end of the day... The topX lists tell the story. Some skills produce higher levels (and hence XP which is used to provide PPs) than others.

     

    Actually, I do my best for people to fight (and PK) as much as possible, because this is the engine of the game.
    I know, that's how you can remove/consume a lot of resources without injecting too much cash into the economy.
    If I remove the gold drops from high level monsters, the manufacturers will be totally dirt poor, they would make little or no profit (same for potioners, summoners, and so on).
    Yes. I don't want gc drops reduced unless they're out of proportion to the level of the critter; I want the fighters to have to spend the cash that they get fighting the wildlife on market (things like NMT and drops of almost anything makable are the problem here, and yes, I know without NMT there'd be less people risking expensive stuff, even if the percentage broken and replaced per day would be higher); and I want the leveling that the different skills provide to be about equal (perhaps a slight bias towards those that require more PPs, like the nexus-heavy ones. Things like stats are mostly general use, so most people use them)
    in reality, I spend a LOT of time adjusting prices, formulas, drops, and so on in order to have a balanced game.
    I know, I've watched the changes and the input from players about various issues that has (or seemed to) been taken into account.

  2. for a top level player it is average of 20million exp to next level, so it is only right that they get a decent ammount of exp
    Sounds logical, but it's completely pointless.

    Why do you have to get 20mil? Because you have a high level. Why do you have a high level? Because you get a lot of XP. And to add your comment: Why do you get a lot of XP? So you can get the 20mil. It's circular reasoning.

    The important point is: Why should the fighters be at a level where they need 20mil, when the top however many in other skills don't?

    It has nothing to do with the time or money invested, just ask one of the top manu'ers how many hours/gc they've spent making leather helms (or pants) either for trik or in the manu school.

    Of course, with the economy the way it is, there isn't that much of a payoff, and some people don't grind all the way up... But some people have worked hard to gain many levels in production skills and ended up with a fraction of the XP (and hence OA; if it wasn't for OA then mismatch in XP from different skills wouldn't matter, ranking would equalise the rest) that fighters spending the same amount of time/effort/cash get.


  3. It sounds good, but it's not as simple as it could be. In most cases the 3d item (what you see) matches with what you would harvest, but not always. So the client can't do that alone. The client also doesn't have any info about requirements.

    That means the server needs to send the data; which means if you send the mouse over a bunch of harvestables, it'll be sending a large number of "get harvest info" messages.

    I think the best option is to have the server/mapmaker people ensure all item types have descriptions (even if it's not the resource name, "red/purple flower" is going to give a decent hint if it matches info in the encyc), so eye-click is always an option... And for people to use #mark ingame to know where to dig stuff :pinch:


  4. But shadows (shadow mapping works since yesterday, yay!) are not rippled, that looks kinda strange. So maybe first project the shadow on the surface and then apply the shaders?
    They used to be rippled... But while IRL shadows may be adjusted slightly by water rising/falling, they aren't affected by the angle of the surface of the water changing (which is what affects reflections), so I asked Xaphier to change it in EL.

    If we get waves/ripples that actually do have a Z offset, which would allow for ripples when people walk through water, raindrops, etc. (which I'm told would require large changes in how EL works; not a bad thing considering what would be improved, but a large job), then I'd agree with some distortion of the shadows as far as the difference in Z goes; but I think flat shadows on flat water look more correct.


  5. Couldn't you disable the ability (clientside) to map walk on maps that loads the defaultmap.bmp? That way both sides of this argument are catered for ;)
    Technically simple, but I don't think it would work as well in the end. We'd get a heap of "bug reports" about mapwalk being "broken", then people would be told why, and would go back to using blank tabmaps of their own (and hence re-enabling mapwalk).

     

    ed: Actually, one way to accomplish this is for the server to have the ability to enable/disable pathfinding on the client for certain areas... This would be used for stuff like mazes without messing with the rest of the map. It'd be quite annoying, of course, since mazes tend to get tiresome if you have to go through them many times, but it would take a modded client to get around it.


  6. Well, it took 2 hours of adding and removing debug statements throughout the code... And it turned out that it was the same problem as what I think allowed vakana to get spamscammed earlier... The fact that I trust the server to send reasonable messages.

     

    To recap; sometimes when you alter your trade offering and the other person has already accepted (red-yellow. Only when you remove items I think) it can reset the accept for them.

    However it also seems that adding items to your side will also send a reject from yourself.

    It won't let you add items if you've already accepted, so I guess this only guarantees that both sides you you haven't accepted yet; but it seems a waste of bandwidth (as well as misleading, since there isn't actually a rejection happening).


  7. Well, I had one that is sorta related; not in-game, but still... I don't really remember anything except what I wrote down when I woke up... Which is in my siggy (yes, that was an EL-related dream).

     

    For those who don't view signatures: 'from a dream, really! "Software pirates stole my compile options!"'


  8. Player made tabmaps are quite popular, and the ruling on them has always(apart from a 'week' that laster longer) seemed to be that you could use them as long as you didn't report bugs because of them; so it's not like this would give anyone a new advantage... Heck, I whipped up a quick script to make a copy of blank.bmp as *.bmp for every *.elm I had, and I knew I would never get the "No map"... At least until new maps were added.

    On one hand, since players then have to use #mark, they may have to explore a bit more than just grabbing the tabmap, but on the other, players may start sharing mapmark files as well *shrug*

     

    And another thing that may be relevant, Entropy has told me he wants the minimap to dynamically draw the surrounding area to handle the maps being changed... This means once the minimap is finished all players would have maps of the area anyway, tabmap or not (testing and development of the minimap is part of why I made the script I mentioned above).


  9. I think an in-game tutorial that would be cool.

     

    What I would like to see is having a flashing red x(like the green step x) lead players to the tutorial NPC and The Wraith. Say for example, once you come out of the char creation map, having the red x flashing(within isometric sight) lead you to the east of beam. Once you are within 5-7 steps or so, the x moves eastward, eventually leading you to the tutorial NPC and Wraith.

    That's the sort of thing I think should be available as a tutorial from the title menu (y'know, login, new character, etc). Not to teach them how to play EL, but to show them the basics of moving, talking to NPCs, talking in general (because EL's chat system may not be what they're used to), etc... Finishing off with a pointer to the new char menu and info on how to get help and more information once in the game.

    Then tut_npc would give info about the game only, not the interface (as that was already covered) and the players at beam can answer questions about the game.


  10. Well, now I feel stupid :bow_arrow:

    See, she checks what items are when the trade partner clicks accept. But she doesn't add coins until after that. So she doesn't look to see what she just put in, and hence, she's still waiting to find out what it is...

    Sigh. Sorry about all this. Hopefully it's all fixed now (if not, a workaround would be to accept, cancel your accept, and accept again, she'll see her own offerings that way)


  11. I believe the way she used to behave
    That's right, she did until recently... I'd rather she still did, since it's faster and more obvious, but I need to take the slower option to prevent the spamscam and all
    But her "accept" remained red - it looks like she never sent the "accept trade" message to the server after putting the gc into the window. If I were confusing her, I wouldn't expect the correct amount of gc to appear in the window.
    Okay, that means that, for some reason or another, she didn't figure out that the cash had been added to the window. Hopefully I'll find out why if this happens again (since I haven't really fixed it, just added more messages, it seems unfortunately likely).
    I'll try selling something to her the next time I get on, and see if I can duplicate the sequence. I hate not being able to sell to Vakana (she's pays very good prices on many items), so I'll gladly help in sorting this out.
    Yay :w00t:

  12. What do those _ mean, people use them while chatting too sometimes.
    This is _underlined_ ; this is *bold*; this is /italics/. The first is, as you've seen, the most common... But these have been around since before the Web, they're used in email (HTML email is annoying and all, but sometimes you want word modifiers... Some email clients even turn *bold* into bold, etc) :pinch:

  13. 3 binding stones for a jagged saber

    pm me ingame

    I tried to catch you yesterday, but you weren't on... I'll hold on to one of the sabers until I catch you
    how much for full titanium and full steel?
    I've already sold the ti torso; but for the rest, I sell around cost price.

    steel cuisses and greaves 26k, steel plate 58k, ti shield 27k, ti greaves 30k.

    (Yes, I keep getting told that someone else sells cheaper, so I should too, I'm not interested in silly comments like that. I may drop prices slightly, and I'm more than happy to trade for a number of items that I use, but I don't intend to sell below cost price.)


  14. First up, thanks for reporting it, many people don't report problems and hence they don't get fixed.

     

    I'm guessing the problem is that you were going too fast for her.

    I had to add some protection against that recently, because someone putting items in/out of the trade window too quickly tricked vakana into mixing up item names (Yeah, I really do have better things to do that try to protect my code from spamscams, like making EL better, but does that stop people? No...)

     

    However, vakana's logs don't quite match what was reported in the first post: you opened trade several times without any trade happening, which can raise a warning; she did send a PM to you saying she was adding it up; and she either didn't seem to get a message from the server about adding the cash or her list of items was otherwise messed up.

     

    I've added some more messages; both PMs when there's trouble as well as details in logs that I can check through; but I'm not sure that I can do more to fix the problems than telling the users when she gets confused. Perhaps if it happens again the extra logging will help me find the cause.


  15. - Don't hold Joker-finding contests on days with great positive effects, like rare manufacturing day. :icon13:
    There's already something good happening on that day... Days that are generally seen as negative (some days are positive to some people and negative to others) tend to bring larger crowds (unless everyone logged off when they saw the day :w00t: )
    Bots help to reduce the manpower requirements for running events.
    To some degree... I set up some simple commands for vakana to respond to for a contest, and so many people had trouble with the instructions.

    It was two-part simultaneous, run by just myself; they had to answer a few questions from vakana to get a special word to tell me when they found me (with the standard find-me with clues on channel 6 for that part).

    I kinda felt bad, because so many people had trouble with it; they didn't understand instructions, and there was no way I could adjust for it and tell them all "no, not quite" (there were some "not quite" responses set up, but those were for answers that were almost valid. Like rabbit not being an animal with 3 types (since fluffy is monster). Not for cases like "ttlanhil: PM vakana with what my highest skill is", then vakana gets "PM from playername: with what my highest skill is").

     

    I did prove that it works, and I can set it up quickly (if it's just word-response pairs, then I can add a bunch in a few minutes, no restart required), but I learnt that there are some rather strong limits to what players will be able to manage with bots in events.

     

    That said, vakana has helped with several events now, and I'm open to ideas on how to work it better; or requests for her help in an event :D


  16. I disagree, I think the reactions of people in invasions can be predicted enough for a general plan of events to work 99%+ of the time. In most cases; you spawn monsters, people show up to kill them, unless its 100 dragons your spawning there will be people showing up capable of killing what you've spawned. The only thing that is variable really, is the time it will take them to do it.
    Not wanting to get too far off topic, but... That's true of the VotD invasions, as long as you allow for lack of success as the other variable, sure. For the larger events... Which map will the higher level fighters go to? Which maps will the fighters win on, and which will they lose to the invasion?

    I haven't run anywhere near as many events as Acelon, but I've done a few in my time... Scripted things where you stick to the script do end up feeling just like that: scripted. Some people may not mind that it's all pre-determined, but some people prefer that what happens really can have an impact (like the no drop day where there was a couple of hours of invasion, the fighters didn't drive off all monsters, so there were random invasions for the rest of the day).

    It's good to consider as many options as possible before-hand, but the ability to adapt and ad-lib can bring a lot to a performance.

    But anyway, back to topic :icon13:

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