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    • Does anyone know how to reach @Strange? I can and I want to take over this project — I've got needed tech knowledge, enough time and resources to maintain it. I couldn't get a reply from them on different channels (here and reddit). I hope they are alright!
      Got a suggestion for [url='https://www.albiononline2d.com']www.albiononline2d.com[/url] — shoot me a message!
    • While there are some glitches with the existing domain, the project is temporarily available under the following URL:
      albion911.com/

      I'll keep you updated when existing domain is up and running again.

      UPDATE: albiononline2d.com/ is up and running again
      Got a suggestion for [url='https://www.albiononline2d.com']www.albiononline2d.com[/url] — shoot me a message!

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Cathair ()

    • What exactly is the "calculator" there?

      So far it looks like you threw the destiny-board xml through some nice filters to view it in browser.

      Out of curiosity: How difficult is the import of new data? Can you just feed it the new xml (given they didn't change their layout too much), or do you have to manually add/change/remove things?



      While it would be good practice for me to write that stuff myself, here are some ideas which could/would make sense as calculators for AO
      (At least the ones I currently use via spreadsheets)
      Focus costs:
      - for refining (you type in your specs and it spits out focus-needs for all the resources)
      - for crafting (similar, you throw in your specs, chose an item - like 8.3 relic 2h-staff - and it shows you the needed focus)
      Mastery progression:
      - for refining (you type in your current spec and the goal, it shows you how much you need to refine - as fame and # of items depending on returns, maybe even add silver/each to allow calculation of total costs)
      - for crafting (similar as above: you pick current tier and goal and the node-type, like base or specs - normal or artifact, and it spits you out the fame needed to reach it with or without LP and how big of a resource-pile that would equal. So you know how many resources to burn to reach spec XY)

      And there is a bunch of possible calculators for profits
      - for refining (as absolute individual profits, and as potential/possible profits per 10k focus)
      - for crafting (similar as above)
      - for cooking/alchemy
      I saw your thing with reading the albion-data and showing possible profits based on that, good stuff.


      And ofc. there are all those numbers you'll have to adjust for merlyn.
    • @ZaZii ha, you're right — there is no calculator in the demo. I think I just wanted some attention so I decided to post some work in progress. :D

      I hear your points and I really appreciate them. I'm a big fan of your spreadsheets btw!
      Really good suggestion about the actual amount of items instead of just amount of fame required. Could probably do the same for amount of mobs killed for fighting progressions!

      I processed your input and added it to my backlog. Will definitely consult with you as I progress — you are so much experienced in the calculations!

      Regarding data extraction — it was difficult to update AO2D, but mostly due to project specifics (I inherited it in "work in progress" state). Now I am rebuilding everything so I could comfortably work with the project efficiently. Once I have it under control — importing game updates should be a no-brainer.
    • Cathair schrieb:

      Could probably do the same for amount of mobs killed for fighting progressions!
      I did something similar once:
      The game files show amount and types of mobs on the clusters.
      When it was pretty fix, I counted all the mobs in the raid-clusters and summed up their fame-value - thus showing how much fame is doable by clearing that content.

      Right now, similar can be done for
      - individual mob-camps, maybe cluster-wide (I think # of roaming mobs and camps is fix, right?)
      - OW raids
      - OW dungeons (different types, different mobs, different tiers, ...)
      - HCEs (based on a fix level and compare them relatively)


      Cathair schrieb:

      I processed your input and added it to my backlog. Will definitely consult with you as I progress
      Sure, whenever you got questions - hit me up.
      Most calculations are pretty straight forward, though

      Cathair schrieb:

      Now I am rebuilding everything so I could comfortably work with the project efficiently. Once I have it under control — importing game updates should be a no-brainer.
      That's what it's all about.
      I think many other "fansites" quit because game changed too often - thus needing too much maintenance.
      Although most times it's just juggling around some numbers without changing the "system".
      So if you get that automated to a degree where re-balancing from new patches can be imported and updated within seconds, that'll keep you from burning out^^
    • Cathair schrieb:

      @ZaZii what do you think about this? I added information regarding how many of allowed items need to be crafted to progress.


      Yeah, that's what I'm talking about!

      Now people who open those can instantly see how much progress they have to do to unlock XY.
      Similar can be done for weapons and armors crafting (and maybe food/potions e.g.) and ofc their masteries (maybe with the cumulative option where they pick starting-mastery of 1 and goal-mastery of 40 and it shows the sum of all needed resources. That was very easy for spreadsheets - ifsum() -, but depending on how your data is stored it could get tricky with programming)

      While that "should" suffice, a bored programmer could add the raw resources needed to achieve XY refined resources (and for that, add one input field for the resource-return, so they can see it on 0% return, or on 30% return, or on the impossible 99% return)
    • Cathair schrieb:

      Hey guys,
      I'm working on a major redesign of the tool.

      If you could answer this question, it would help me to build a better iteration.
      What do you hate the most about this tool?

      Thank you in advance!

      albiononline2d.com/en/island

      "Cost Premium" is not "standard cost"/2 AFAIK. It depends on money supply from what I heard.
      I've upgraded last of my islands around a month ago and it was like 18% discount at that moment.

      albiononline2d.com/en/market

      In Database/Market the search box constantly throws error popups for me, no matter what I type in.

      DataTables warning: table id=results-dt - java.lang.IllegalArgumentException: Unable to locate Attribute with the the given name [] on this ManagedType [com.strange.ao2d.data.model.item.ItemEnchZone]


      albiononline2d.com/en/destinycalc

      in Destiny Calc "Enigmatic Staff Combat Specialist" cannot be added to bottom list, "no entry" icon appears when I hover over inactive "Add Item" button.

      Just a few things I've found out while using it.
      Overall, it's a very nice tool I often use to check out stuff - especially neat is the nested pages where you can click back and forth between crafted items, resources needed and things you can craft with currently displayed thing.
      +1 Internets for you, good sir.
    • Cathair schrieb:

      Something like this?


      looks even better then expected^^
      that moving bar is way more handy then stupidly having 2 input boxes for start and end, and all that being that reactive is nice.

      Out of curiosity, what language(s) and (major) framework(s) are you using?



      I didn't double-check the numbers* Just expect those to be right as long as you're importing the right files and parsing them correctly