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General Discussion / General Topics / Learner's Other-Life
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on: 2012-09-18 14:34 (Tue)
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With QELServ long dead, if people are still interested in alternate EL servers, check out Other-Life. http://www.other-life.com/forums/It's run by Learner, Radu's associate, but he's committed to a democratic style of server development policy. I personally don't think it's the best method of development, but nonetheless the project has the potential to be much better than EL. I've posted some QELServ combat system concepts on the their forums and am as yet undecided if i'm willing to give them more detailed information about combat rolls, creature stats, etc.... but maybe.
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Off Topic / General / Re: Hi
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on: 2012-09-03 16:24 (Mon)
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So yeah, what's everyone been up to? Waiting for QELServ :< and playin WoW Do u like the name of mine Death Knight, Krayon
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General Discussion / General Topics / Re: so quiet
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on: 2012-09-03 16:17 (Mon)
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EDIT: Never mind, I found the map files for QELServ in C:\Users\Tim\Documents\Eternal Lands\updates\1_8_0\maps C:\Users\Tim\Documents\Eternal Lands\updates\1_8_0\maps 1_8_0
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General Discussion / Suggestions / Re: my idea
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on: 2011-09-14 05:18 (Wed)
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Regarding items that directly affect combat and are essential stuff for generally playing the game, if i get my way QELServ will have an enforced, somewhat socialist economy regarding those items. Some profit will be always guaranteed for manufactures but they also can't scheme to hugely rip people off. It's the only way to ensure long-term balance for a combat system with drops as death penalty and a breaks system, AND to keep manufactures from being unhappy about an inability to make a profit.
Until someone presents me with a detailed plan for a better system, NPC buy and sell prices are the best way to enforce this, so NPC's will sell many end products... but remember, you will be able to get those items cheaper from other players, so they should do a lot of business, and it will still be profitable for them - everybody wins.
EL is a great example of an extreme capitalist MMO economy model failing miserably. (though the failing certainly isn't only due to NPC sell prices). Fighters are unhappy with costs. Manufacturers are unhappy with lack of profitability. Inflation runs wild. In some places NPC prices have become lower than manufacturer's cost. The ingredients of high-end equipment makes it unattainable for too many players... it's nuts really.
I would ofc leave enough room to move between the NPC buy & sell prices for there to be potential for market 'drama', and so that a combat-oriented player who has no manufacturing ability will be paying enough more to annoy them if manufacturers choose to boycott selling to them. I believe that stuff is good for the RPG aspect.
PvE may provide some exceptions though. Items that only affect PvE (and even then, making it just a bit easier) could be candidates for manufacture-only availability.
Once the time comes for the mixing system and ingredients for items, i'm hoping i can get some smart economics/market ppls on-board to help design it.
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10
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General Discussion / Questions / Re: AoE
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on: 2010-02-16 01:31 (Tue)
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what kind, like buffers, or dmg?
and if it is dmg, don't you think we should be allowed more health, or AoE is only like 100dmg? Haven't started developing any of it yet, so I don't really have any answers atm. I can say that some of the first AoE stuff i plan to develop is Mage AoE (proximity to mage) buffs, that could add damage or accuracy or whatever. The earliest damaging AoE projectiles i can envision will probably be Ranging related ('explosive arrows' equivalent).
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General Discussion / General Topics / Re: trouble connecting
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on: 2010-02-08 01:35 (Mon)
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i'm really confused.
first, it would be nice if i knew what
Beta: Alpha:
mean, i sorda get the idea, but i'm not 100% sure. I know they r greek words. http://en.wikipedia.org/wiki/Software_release_life_cycleThen, are you guys really close to launching the full game? The "full game"... well, that would be Timeless Era... no, we're ages away from launching that, probably 1 year+. The 'cut-down, combat oriented mini-game', Lands of War, is close to launch... for a little more detail, see the 3rd last question here: http://qelserv.quadronyx.org/forums/index.php?topic=25.0
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14
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General Discussion / General Topics / Re: trouble connecting
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on: 2010-02-06 13:11 (Sat)
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Well i think testing of PvP and PvE after changes to healing will be relatively brief, my biggest question is how long until the changes will/can be implemented. Some of the stuff i consider a requirement before LoW can be launched: - Opponent briefly freezes after sand bomb use
- Attribute boost potions
- Health Potions having no cooldown but requiring food + balance changes to food amount/cooldown
- Known ways to make people lag/re-sync with server fixed
- Properly working storage
- Intelligent creature spawning (provisions to ensure that even if a map has a bug, it doesn't screw them up)
- Properly working channel system
- Degrading Equipment
- Trading
- Limited sight range
- Mapwalking around actors
- Issues related to stackable items fixed
- ...probably some more stuff too
Until all that is addressed, personally I wouldn't want to launch, hence why i'm quite sceptical about "7 days" ;p I really have no idea how long it will all take, i guess a few weeks, maybe 2 months, Krayon would best to answer tho.
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General Discussion / General Topics / Re: trouble connecting
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on: 2010-02-05 16:28 (Fri)
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imo Krayon is probably being just a tad over-optimistic, i'd think there'll be another round of testing after some changes are made to how players heal (some of you may have caught some discussion about it in-game), and that testing may be open to all (again), or it may only be a select group of testers.
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