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velle

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About velle

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  1. guild library

    The GM chooses the maximum amount of time items can be borrowed for. The player chooses how long they wish to borrow the item for (as long as its not longer than the amount of time that the gm sets) As for breakages, im not sure. Perhaps there could be hiring fees to cover any breakages. If there was a fine, the fear of being kicked from the guild would be incentive for most people to come up with the money. Just like RL, you can't borrow again until the balance is paid off. Perhaps, to ensure only appropriate items(weapons, armour, capes etc.) are put in only rank 15+ can add to the library.
  2. People have said that a guild storage would never be implemented because someone could take everything and then just leave the guild. I came up with this idea. A Guild Library... Players can donate items to the guild library Players can take an item from the library. They can use the item for xxx minutes. xxx minutes is set by the GM. After xxx minutes a warning message is given to player. Item will be returned in 1 minute. The item is then returned to the Guild Library by the server. An extension to this could be reserving an item if it is out, and a message displayed when it is returned. The guild library could be accessed at storage, with a button which switches between storage and the library screen. In the library screen, select the item, type in how long u want it for, press the borrow button, and it tells you if it was borrowed or not (too long a time entered, too many items on loan.) new commands could be: #Add_to_Guild_Library item #Borrow item minutes #Return item #Return_All #set_library_return_time minutes #set_max_library_withdrawals max_borrowed_items #Reserve item
  3. Mouse clicker probelms.

    I fixed the problem of the mouse clicker on my computer. I have a gentoo system, and the problem began when I upgraded to xorg 7 (modular X). I upgraded to masked 7.1 and then CVS head, but still no luck. I tryed reverting to 6.8, but it wasnt possible (the only xterm needed xorg 7, so forced me to upgrade again...anyway off the story). There is a new 3D harware acceleration in 7.0 which i enabled, no luck again; but then i turned off backing store and it works perfectly now. the changes i made to xorg.conf to get it working are: Section "Extensions" Option "Composite" "Enable" EndSection Section "screen" DefaultDepth 24 DefaultFbBpp 32 #Option "backingstore" on #commented out reverts to off. Section "device" Option "RenderAccel" "yes" Option "AccelMethod" "exa" I hope this helps anyone with the same problem.
  4. Mouse clicker probelms.

    Gentoo Linux Athlon XP 256MB ATI radeon 7000 (using xorg driver). I have the exact same problems after installing modular x. One strange thing I've noticed about it is that the inventory and other windows work as expected, but not the main window. Even the sidebars work. All other programs seem to run fine under X. I have tried mouse_bug, backingstore, and recompiling various libraries but to no avail. Anyone got any suggestions?
  5. Fixing some of the economy

    I believe that the reason that the economy is unbalanced is because items are sold for less than the combined ingredients they contain. For instance, it is cheaper to buy a spirit essence than to buy the mercury to make one. What is needed is a standard formula which determines all buying / selling prices based on the raw ingredients. (harvestables) NPC buying price = value of raw ingredients + profit NPC selling price = buying price + double profit. All ingredients which are harvestable are the raw ingredients which all other prices are based on...If the price of a raw ingredient changes, the price of everything with that ingredient in it would also change. The profit is double to allow competition of guild bots, trading etc Example... Red Rose $2 Red Snap $1 Sulfur $5 (these prices can be made to suit) Fire Essence (1 RR 1RS 1S) =(2+1+5)*2=$16 this price is what it would be bought for. $16*2=$32 this is the price it would be sold for. (example using todays prices below) i realise this is a lot compared to what it is now, but the prices of raw ingredients could be adjusted to make it similar to what it is now. I think a drastic change like this is what is needed though. Some items would increase drastically, but everyone could make money from manufacturing things. At the moment it is almost impossible to make a profit from manu. because it NPC prices are way too low for items. For instance, no leather goods make a profit even with leather quest (except for leather helm, which makes 1 or 2 dollars, but is not enought to pay for feasting pots). If people cant make things, make a bit of money from them, of course the economy is going to go to crap. For items which increase drastically, the attributes could be adjusted accordingly, ie more attack armour etc. Personally, I would like to see a experince / levelling system more like FF7, ie the highest monster / sword / armor, is 1000000 times that of the lowest. (and prices, ingredients accordingly). In EL the steel chain mail is not much different in stats to titanium chain mail, yet the titanium chain costs heaps more. My pricing system would fix this, but then the stats of the titanium chain would need to be fixed as well. new_price_paid orig_price_paid old_sale_price new_sale_price Red Rose 0.25 0.25 3 0.5 Snapdragon 0.25 0.25 3 0.5 Sulphur 0.6 0.6 6 1.2 FE 2.2 3 15 4.4 Coal 0.7 ? 10 1.4 Iron 0.8 ? ? 1.6 Iron Bar 24.2 25 ? 48.4 Steel Bar 33 35 ? 66 Iron Sword 558.8 125 250 1,117.6 Leather 5 6.5 10 10 Thread 0.5 1 (or Free) 1 1 Leather Pants 90 55 ? 180 *Mercury 10 1 10 20 Gold Ore 2.3 2.3 23 4.6 Silver Ore 1 1 10 2 Spirit Ess 26.6 3 9 53.2 *Mercury not yet harvestable
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