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asgnny

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Everything posted by asgnny

  1. I would imagine the rank 19+ requirement is so it is not a common permission. The idea would be for a guild leader to send a message to all allied guilds. If everyone in a guild were granted this power, I suspect we would see purple spam/market channel part deux. With that said, I don't love the idea of making it too easy to mass-broadcast a message for any player. Unless there is an opt-out option for each guild, if one person gets bored and decides to spam allies, this would mean e.g. 36 guilds all simultaneously spammed.
  2. Did I get banned?

    As of the time of this post, your character is not locked, nor do I see any indication that it should be. Try the help me forums for computer help.
  3. Red messages in Statistics/Counters

    You killed the wolf, go back to Novac You killed the goblin, go back to Novac
  4. The new quests

    See what happens when you take advantage of a Scholar's Day and level up? The server crashes!
  5. Trading strike

    I thought that problem was already taken care of. Isn't that why we're all learning to deal with mini-events, to solve the gc farming problem? If it wasn't working I'm sure they would be removed and something new would be tried. True? tbh i could ''farm'' my way through more GC per hour by killing fluffs than mining Tit Ores, and fluffs dont even have best GC drop in game so ........ This is true, however I challenge you to run several fluffy "farming" alts simultaneously. Obviously, that's not very feasible. Maximizing gc/hour on a main char at least means cutting down on experience/hour. If you train or farm fluffies with your main while running a pair of harvesting alts (quite feasible), suddenly there is no opportunity cost involved. You earn experience (and gc) on your main, and gc with the harvest alt(s).
  6. Trading strike

    I thought that problem was already taken care of. Isn't that why we're all learning to deal with mini-events, to solve the gc farming problem? If it wasn't working I'm sure they would be removed and something new would be tried. True? The mini-events help against the casual farming alt, but it takes only a click or two to find the die-hard farmers still selling 100k's of gc at a clip. They're easily identifiable, and easily stoppable...if it were made illegal The wheels of justice turn slowly.
  7. Trading strike

    There is high demand for rare items, such as binding/enrichment/serpent/rostogol stones. The prices are of course governed by how much players are willing to pay for them. Silver was 2gc when some players had 1500 emu, too. Players were willing to sell silver at 2gc each, thus an equilibrium (supply meeting demand) at 2gc. Since then, the price has shifted to 2.5+gc. The in-game price of the aforementioned rare items has a lot to do with the black market gc rate. The problem with black market gc is that there is virtually no opportunity cost in obtaining it. Someone's alt which farms and sells resources while a main character levels up. Since the "cost" of obtaining the gc for sale is so low, whether the exchange rate is 6, 8, or 10k/$, the supplier is really indifferent. The sellers don't "suffer" by poor exchange rates. If they did, there would not be constant discussions about this ongoing problem. The EL shop and virtually all players feel the impact of it. It would be foolish to assume that once binding stone prices hit z0mg 14kgc, that suddenly everything will be bought from the EL shop once again. All that will happen is yet another shift in the price of black market gc. Instead of 4k 5k 6k 7k 8k gc/$, the ratio will once again increase. At 9k, this means the price of a binding stone would reach 15,030gc, instead of the 13,360gc it "should" cost at current exchange rates. The problem won't go away unless the root cause of it is dealt with. If the supply of gc for sale on the black market were significantly diminished, I believe much of the money spent on black market gc would be spent at the EL shop. Instead of manufacturers fighting to buy increasingly rare items, it would once again be worthwhile for the average Joe to buy shop items to resell in-game. Instead of singling out a single manufacturer or bot owner, let's focus on the real problem: the gc farmers and their supply of gc for sale.
  8. As Dipi pointed out, this is a simple case of supply and demand. Given that there is high (virtually eternal) demand from players for gc and rare items, the solution is to approach the supply side. Slow down or eliminate the supply of gc for sale from farming alts** then if necessary, make further tweaks to other sources of excess gold coins*. As of a very recent spot check, there were literally millions of gc for sale by unofficial means from players who (ab)use farming alts. If the supply of gc for sale decreases, the conversion rate would be more beneficial for players to buy items from the EL shop (as it once was). Other suggestions such as improving the EL Shop page interface, and perhaps creating $-tokens (only sold from the shop, redeemable for EL shop items & services) which can be used and traded in-game, would be boons to the shop. The advantage here is that in order for those $-tokens to enter the game, the shop already has the money in hand. Players tend to hoard items. I would imagine that if $-tokens were sold, these would end up in the back of players' storages as well. Once again, this is not at all a problem, since the EL Shop has been paid up front. While each of the above ideas have been mentioned before, they would really each work best in conjunction with one another. If there is still a massive influx of excess gc (supply), the player demand will be met without much in the way of shop purchases. If the shop page is improved, but nobody wants to buy from it anyway, it would be wasted effort. If $-tokens are implemented, but there is no convenient way for players to use them, not many of them would be purchased. If implemented together, I think both the shop and players alike (sans farmers) would benefit. *some of these sources would be unavoidable (e.g. invasions, instances, alchemy and potions), but require a lot of work to turn a profit, or create a sink for the biggest shop seller: rostogol stones. Edit: **just a note before I get grilled once again: ignore the poll options themselves, but please do read the linked post.
  9. Probably better to enjoy the gatherer medallion we all have and love, rather than asking for more and more. The gatherer medallion already has what is essentially a built-in moon med. If someone wants a med of life or med of mana, s/he can use those as appropriate.
  10. I think EL's memory footprint largely depends on the graphics options enabled, and at least for me, how many map changes you've had.
  11. Not all players play every day. Would you want to take an EL vacation, and come back to see that half of your valuables have disintegrated? What if you bought those enriched essences from the shop? I don't think this is a fair solution. As one option, an NPC could trade some of the common shop-sold rare items (binding stones, EFE's, etc.) in exchange for $-tokens (only sold from the EL shop). This way a player can buy the tokens directly (or from another player who has), and buy the rare item directly. This may serve a dual purpose of increasing shop sales, and relieving market scarcity.
  12. Wouldn't people just flood their storages (or the market) with finished goods which incorporate the expiring items? You have the same problem, but the rare items are moved to a non-volatile state. This could make the rare items even harder to find on the open market.
  13. Problem - Map Changes/Resyncs

    Windows usually vomits at the thought of using different hardware. A linux liveCD on the system may be an option, though this would require some instruction on how to use it, install EL, etc. (not to mention lots of RAM). Do you have any other applications which would use graphics acceleration? Does your client experience the same problems when you connect to the test server?
  14. Problem - Map Changes/Resyncs

    Try going into your el.ini (make a backup first), and disable everything which is non-essential. This would include sound, music, shadows, animation program, etc. Some of the options may appear a second time at the end of the file. I believe the last occurrence takes precedence.
  15. PK arenas change

    Potions work fine in the arena, except for a/d potions. Really? I did a little test with LightLan the other day, with him using items i believe would have made him just able to hit me 'well', and then (with me already at the attrib cap for coord and inst) i sunk coord and wilderness potions to see if my dodging ability went up... i saw not effect at all. but kk if you say they're working, great, i'll just write it off as a bad test ^^ Well, i was talking about a/d/coord/wildness/reasoning/etc pots, its fun to drink them while pking, my suggestion was to make them have some effect on the capped arenas, like you gain an "effective" bonus of +5 of attack when you drink a potion, instead of increasing your attack skill by 5. Its some minor stuff, but it improves the pk "feeling", at least for me. It doesn't really bother me one way or the other, but... if you're not popping an extra few k gc in potions every time you go fight, wouldn't this actually cut down on the "high cost of PKing" (one of the previous complaints)?
  16. Final Vote: Main->PK Char Copy Proposal

    If this were to happen, I would strongly recommend that the characters in question be MOVED, rather than copied. Otherwise the results will likely be one uber character being carbon copied time after time to the PK server, among other problems I'd rather not discuss here.
  17. Forgive Me but ...reset?

    http://www.eternal-lands.com/forum/index.php?showtopic=50746 The main use of the reset command is to essentially undo any grave mistakes you've made (e.g. dropping 20 pickpoints in the same nexus, or taking a negative perk which ruins your game play). As mentioned in the linked thread, your overall level and experience go to zero, so you would need to re-earn all of your overall levels once again. If you reset early on, the effects may not be too grave. If a high-leveled character resets, skills will always be relatively higher than overall, which can e.g. render a fighter character relatively weak, due to having fewer overall levels, and thus pickpoints. You may want to get some additional input from players in-game, perhaps on channel 4 (general EL chat). #jc 4
  18. New summon monster

    This would run the risk of being (ab)used for pvp training. No need to open those flood gates again.
  19. Legionnaire Orc Profile

    FYI (from earlier this month, specifically about the Legionnaire Orcs):
  20. PK arenas change

    Sounds like a cool idea, though I would suggest leaving the DP 40 a/d arena as-is, and only changing the 60s arena. There will undoubtedly be pseudo-pr0's dominating whatever arenas are chosen for this. That is to say, any char with e.g. 60 a/d, whatever capped attributes, then all the positive perks. Especially once coupled with the top gear, this still offers no chance to up-and-coming PKers. If the 40s arena is left alone, there is at least a shot of lower-leveled players having a reasonably fair fight, and for them to leave the legitimate 40 a/d players alone to fight themselves.
  21. Remove Brod, make NMT Breakable?

    The brod may help the economy for an individual occurrence where a player is hit by a brod, and an item destroyed. The same is arguably true from threat of a brod, due to more players wearing (and breaking) Capes of the Unbreakable. However: I can't imagine that the effect from a brod is more than a few percent of the total item breakage nor gc out of the economy. There is also an unknown effect on the economy for players who would otherwise be more active in PK, but do not because of the brod's existence. If break rates for weapons and armor were globally increased by e.g. 5-10%, as a trade-off for removing the brod, wouldn't that be more of a boon to the economy, all else equal? If this had a side effect of bringing more and more people into PK, using up more supplies and breaking more of their gear (especially at the new, higher break rates), all the better for the economy. I understand the reasoning behind wanting the NMT cloaks to be breakable, and agree with the (very reasonable) proposal. My agreement with the suggestion of satiating players by simultaneously removing the brod effect is because both suggestions in conjunction would: a) help the economy, improve player relations, c) stimulate more PKing, and d) revive one of EL's big draws: it's friendly and helpful community. If any of my posts were previously misinterpreted as "Ent: breakable NMT = pr0, Me: Um, whatever, remove teh brod!1!", that was not my intention in the least, and I would be happy to explain my arguments and reasoning behind them, in the event that I left something unclear.
  22. Nice work I actually found EL because someone took the time to insert it into a Gentoo repository. Making it easier for players, both new and old, to find and install EL is a good thing.
  23. NMT idea

    I am not going to remove the brod, however, I might make the red cape perk available for taking as a perk, for maybe 7 PPs or so. Such a perk would only be taken by fairly serious PKers - the ones already in PK as it stands. This perk would still leave the same horrible player environment we have now. Why would any new player venture into PK as it stands? The bone of death, mana burn rings, and all else blocked by the CotU (aside from BroD) can still be used strategically, should the BroD be disabled. If anything, the status quo is that virtually all players wear CotU in PK, to protect from BroD hits. I think players would use more strategy without it. How about a test period in which the BroD's decay effect is removed, after which players can discuss their experiences?
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