Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Magnoil Harrodin

Pages: [1] 2
1
Hi,

While I was practicing some metallurgy and I tried to put iron stock into the furnace, the message "The item cannot be added to that container" repeatedly appeared. I did not manage to find out how to reproduce or avoid this. Although I was working with only two iron stocks, a third one suddenly appeared, which I could take and work with. Whether it was originally somebody elses, or whether the two bugs are related I cannot say.

On a different matter I did not manage to file a petition: the message "you are not a GM" came up. Anybody know what's going on?

Regards,

Magnoil

2
Newbie Help (Start Here) / Re: Armors
« on: August 20, 2007, 05:48:44 pm »
Precisely the same thing happened to me, except that I didn't delete my character. I agree that you should not give out precise strength levels, but a message like "you are not strong enough to wear this type of armour" when attempting to buy it would be very nice ;)

3
General Discussion / Re: Mining rates are low
« on: August 17, 2007, 10:52:36 pm »
I would love to give you guys a hand. So yes, I have applied.

4
General Discussion / Re: Mining rates are low
« on: August 17, 2007, 09:16:22 pm »
I am now brainstorming a little. It may or may not make sense ;) I will give an example in the end so please bear with me. ::)

The way I see it, the price of a product (product price) should be given by the total price of the raw materials of which it is composed (raw price), multiplied by a certain factor (effort).

( product price ) = effort * ( raw price )

That certain factor needs to be a function of the time invested in making the product (time) and the number of skill points required to produce this product (skill). I propose

( effort ) = f(time) * g(skill)

where f and g are functions.

As far as f is concerned, I propose:

f(time) = (1 + time) ^ (time const)

where time const is a constant bigger than 1 (e.g. 1.2), which needs to be determined. time could be in minutes for example.

As far as g is concerned, I propose:

g(skill) = (skill const) ^ (no. of skill points)

where skill const is a constant bigger than 1 (e.g. 1.3), which has the same value among similar skills, but needs to be determined. This formula just means that having a skill of 2 is more than twice the effort of having a skill of 1.

If one requires two or more skills, the respective g's should be added, but subtracting the number of additional skills required:

gtotal = g1 + g2 + g3 + ... + gn - (n - 1)

All this formula means is that requiring 3 different skills at level 2 is not as much effort as needing a single skill at a level of 6.



An example - Producing iron stock vs. producing steel stock:

Assuming that both iron and coal have a cost of 1 tria, the cost of resources is 10 in both cases.

( product price ) = effort * 10

Let's assume that the time needed for both products is 2 minutes, then

f(time=2) = (1 + 2)1.2 = 3.7

The skill required to make iron stock is 1 in metallurgy, so

g(skill=1) = 1.31 = 1.3

Therefore for iron

effort = 3.7 * 1.3 = 4.9

and

Price iron = 49 trias.

If one wants to produce steel stock, one needs a metallurgy skill of 5, so

g(skill=5) = 1.35 = 3.7

Therefore for steel

effort = 3.7 * 3.7 = 13.8

and

Price steel = 138 trias.

The way things are at the moment, both iron and steel sell for 60 trias at Harnquist's. In any case steel stock should be more expensive than iron stock.



Does this make sense at all or am I just being a useless geek  :'(

I know this doesn't solve the mining problems. I could sit down and work out a similar formula for the price of getting the raw materials in the first place. If the devs think it is worth it I could also tidy this up and produce an easier to read version with pretty graphs and what not.



/edit: of course one would need to adjust the constants and maybe even skew the functions a little. This was just an example of how one could determine the prices.


5
General Discussion / Re: Mining rates are low
« on: August 17, 2007, 10:13:19 am »
Pretty much what I was getting at earlier.

On a different matter: leveling up is now a complete pain and takes literally decades, since you only gain a very small amount of "practical knowledge" (green bar lengthens) after a successful hit. In my not so humble opinion that "practical knowledge" should be given in much bigger chunks.

I started off as a level 3, because my father was a miner, but I truly pitty those who are level 0 and want to learn mining. As things are at they moment, they will not be able to learn it ever.

7
General Discussion / Re: Mining rates are low
« on: August 14, 2007, 07:48:51 pm »
My bad, of course you have  :P

How about differently sized chunks? It will make things more complicated, but also more interesting and less frustrating ;)

As for other metals: of course I have. But these require processing in order to fill my purse. I can do some processing now, but only because mining gold provided me with enough cash to finance my training ;)

8
How do we contact GMs? By finding one? Filing a petition? Using the /advisor command?

I tried the latter but didn't get a response. So I thought I should try the forums. My apologies if I did by part in annoying you with yet another quest problem  :-[

Regards,

Magnoil

9
General Discussion / Re: Mining rates are low
« on: August 14, 2007, 06:09:07 pm »
7 times to hit gold at level 20? Seems a bit drastic if you aks me. I mean I am level 3 right now, meaning that the chances of hitting pay dirt will be more than slim. I do agree though that gold mines were a very lucrative source of income, probably too lucrative.

Have you thought about simply reducing the price for gold ore, or introducing differently sized chunks? I would experience it to be a lot less depressing finding small chunks every once in a while rather than a single big chunk after 25 attempts, even if the net amount is the same.

10
"About blablabla", though boring usually works well with npcs.

11
 \\o// And I was so close! Thanks for the help :)

Still I suggest this quest be revised...

Regards,

Magnoil

12
@Arastral: Nope, the weaver is still as stubborn as a mule. Thanks for the hint though, might come in handy some other time.

@Jeraphon: Looks like I will have to keep trying then.

13
Hi everyone,

I'm struggling with the "carpets for brintec" quest. I know you don't give solutions, but I want to double check if it's not bugged. The weaver seems rather stubborn; he doesn't know what I'm talking about. I tried various combinations of "about carpet(s)", "about brintec", "give me carpet(s)", "brintec really needs his carpets" and "brintec wants his carpet(s)". Nothing seems to work. Am I doing things wrong or is this a bug?

Regards,

Magnoil

14
Hi everyone,

I made myself two shortcuts as follows:

Sheath Weapons

Code: [Select]
/dequip Rock Pick
/dequip Battle Axe
/dequip Battle Axe
/dequip Leather Gloves

and

Draw Weapons

Code: [Select]
/equip Battle Axe
/equip Battle Axe
/equip Leather Gloves

They sort of semi-work. The problem I have is that some of the commands seem to be ignored from time to time: when I draw my weapons, my character often just equips one battle axe as opposed to two. When I sheath them, the axes disappear, but the gloves remain on my hands with the message You cannot swap with Battle Axe; it won't fit in that slot.

Anybody know what's happening?

Thanks,

Magnoil

/edit:

I also noticed that this sometimes causes problems with the inventory: two pairs of leather gloves are displayed, once equipped and once unequipped. If I put the equipped one on top of the other one, they don't get stacked but just merge into a single pair.

15
Newbie Help (Start Here) / Re: Mental Stamina - How to increase?
« on: August 11, 2007, 06:45:03 pm »
Good to know, thank you.


Magnoil

Pages: [1] 2