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Eulora is an MMORPG with a real cash economy, published by the Ministry of Games. Mining is functional. You explore the environment (command /explore) and sometimes find goodies. If you find anything you obtain a (lockable) claim, which you can either develop directly (raw materials required) or trade away to another player. A total of 10 basic harvestables + 9 farming, 8 mining and 8 lumbering items (35 total) are available (along with dedicated exploration tools for each line). Crafting is functional. A total of 69 different recipes await your efforts (some of these are available from the merchants, and some require more advanced tools and equipment - which you can craft yourself!) The game has a dedicated irc channel for all your technical or gameplay needs : #eulora on Freenode.

Post news Report RSS Eulora second event - Sunday, June 21th

Like the previous event, this one will also happen between 19:00 and 23:00 GMT. Unlike the previous event, this one will consist of me blessing Tool type items.

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Each player may bring me one tool item of their choice, that bears their crafter mark (ie, it says "Crafted by X" where X is the player in question). I will then alter its name (to "X's Blessed Y", whatever Y may be) and change its quality to equal however many seconds the player had spent in game so far. So this is an excellent opportunity to get very high quality items for whatever purpose you prefer.

Along with this event, the loot system will be cranked to its mature phase. /explore will no longer be nearly guaranteed to produce a find, and consequently the finds will be significantly larger. This incarnation of the loot system is designed to produce a minimal result of ~90% for players, with rare results of 400% or above occurring roughly a half dozen times per ten thousand assays (the system is not capped, so in principle very large finds are possible if unlikely).

It is possible that this system will be cranked up to a ~75% minimal result for players, with rare results over 2`000% occurring about a dozen times per ten thousand assays and even rarer results over 10`000% occurring about a dozen time every quarter million assays (still not capped, but obviously slightly higher probability of very large finds). Whether to implement this or not hasn't actually been decided yet, the model exists as a possibility in case the relative safety of "always 90% or more" turns out boring in practice. Feel free to contribute your cents on the matter.

Extant claims that are older than June 7th will be deleted at some point during the week after the event. Generally speaking after this point claims will survive on the map an interval of time related to their value, so while it is generally safe to assume they will still be there for a while after you find them, it is not safe to assume they will be there forever.

That'd be all for now, see you all Sunday!

PS. Attendance over the 12 days, 9 hours during which the game has been available totals 1`655`069 seconds, which comes to an average of ~1.7 seconds/second (which is to say that on average over the entire interval, ~1.7 people were logged on). This I dare say is not bad for yet!

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