New Ideas
Things that you have in mind and might be usefull for this game.
Subforums
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All features here have been planned, approved and have an appropriate redmine ticket.
- 19 posts
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The forum where threads are moved when the idea is either implemented or dismissed for the time being. If an idea has been dismissed then you are free to bring it up, change it and such, but it still may be dismissed again.
- 1548 posts
610 topics in this forum
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Ave, I have always been bothered with that. How come you measure the oneness by the amount we are online at once. Oneness for me atleast is more about the way things are divided among the members. For example 100% if in the last 24H atleast one member has been active at any point of time. Maybe precentage by the amount of time we spend near another memeber. Counting just the ones that are online atm is quite hindering as rarely we live in the same timezone. Miq
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- 831 views
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While taking a look at the formula for calculating the success of a vote , it came to my attention that with the current one the negative votes carry more weight than the positive ones. The current formula is the following [spoiler] Total = Total landscore Pos = Positive votes Neg = Negative votes Abs = Abstain Null= those who didn't vote anything p= percentage needed Formula P * (Total - Abs) <= Pos - Neg <=> p * Total - p*Abs <= Pos - Neg (1) But : Total = Pos + Neg + Abs + Null (2) So from (1) and (2) <=> p * Pos + p * Neg + p * Abs + p * Null - p * Abs <= Pos - Neg <=> p * Pos + p * Neg + p * Null <= Pos - Neg <=…
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i can't help but notice how all the other posts have a link on them... my idea is that we should be able to interact more with creatures.
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- 1 reply
- 866 views
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I developed this idea when I was away... I think it would be interesting if there was an upgrade to the way we gain stats for logging in everyday. The concept is that perhaps there could be a place for apple trees or some sort of fruit that grows in a location. These fruit can only be collected by players once a day, and are used to increase different stats in small amounts. For example, a red apple would increase a players attack skill, while a green apple would increase the defense skill and the yellow would increase your regeneration skill. These items would be similar to a resource, but there would be a clickie on screen for them. The method of determining which pa…
- 22 replies
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looking today in my Shop I was wondering what to do with all those Regen rituals, that are preventing me from other features deeper in the shop. I was thinking is it a good idea to have the ability to apply them on creatures, that aren't Ours. Maybe with the restriction "Only to MP3's", even with some AD restriction added furthermore. I am thinking of some kind of a sign, that shines next to the name of a fresh MP3, who needs some creatures to be healed, when we choose him/her from the list of the present in the scene. Then we enter the shop, enter the name we have chosen and apply the ritual to the fresh MP3. I know there are LHO's and Protectors, but I don't mind h…
- 21 replies
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There is currently no way to view membership/loyalty for alliances located outside the four main lands. Consistency would suggest 'housing'-tagged locations in designated scenes in these lands; the exact spots would be designated upon implementation (though the Underground and No Man's Land had capitols during the torch competitions which could be repurposed to show housing details for these guilds.) Equal openness for all alliances seems fair, no?
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There has been a lot of concern recently over regular killing of players, mostly resulting in discussion of resurrection practices. Is it feasible that we could increase the risk of killing? One idea I have is make a kill attempt a roll of the dice. A good roll results in success, a bad roll results in failure, and there should also be a chance for the killer to die. Imagine I try to kill Seigheart with a stone dagger and he fights back and I perish by my own weapon. Another possibility would be to incorporate spells or items that could cause the same effect. Seigheart tries to kill me but I have cast a mirror enchantment which causes his kill spell to target hims…
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I was just wondering if there could be a nice lil' touch of animations somehow in the realm, a bit like Bob's blooming you might say What I had in mind was perhaps a rainy day, say, once a month? It would last for 24 hours, and each time when you would enter a scene on that day, a rain animation would appear in the beginning. What do you guys think?
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Just a suggestion... MP4's can join alliances. Yet, not a single one (except Zyrxae I believe?) joins any, and this is obviously because then MP5's will be able to attack them as well. What I have in mind, is that even after joining alliances the MP fighting system should remain, as MP5's outmatch MP4's. MP5's should NOT fight MP4's at all. This would probably keep balance too, cause most MP4's will want to stay MP4 for a longer time, and anyways there are far too many MP5's than MP3's and MP4's combined. MP4's CAN join alliances, so it would be right to see that they DO. This would, out of all things, increase competition, and give MP4's a reason to stay as MP4, and no…
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I would suggest that a player is able to rearrange (manually) the order of creatures within their bestiaries. I mean both within a single one, and should you have more than one, between books. If they're for collating and such, surely you should be able to rearrange them into a more appealing order?
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My stats are abysmal (highly negative), and I'm sure others are in the same position. Because of this I no longer equip any weapons because it just makes my stats worse, surely this doesn't make any sense, a sword should make you deal more damage not less. Therefore I propose we should either have new weapons which incorporate negative modifiers, modifications to existing weapons to give them some negative stat modifiers or change to the way the modifiers are added such that they will always increase stats not decrease. (e.g. base + [b]abs[/b](base*modifier) ). I prefer the second option (although new weapons would be good) mixed with the third in some cases, because …
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Okay mainly this will be my 'refelection' or sorts on this, but I will add ideas in the end, and I want anyone who agrees/disagrees/has something to say to discuss it as well. I know that it'll probably never be implemented, whether it's good or bad, but I've had it on my mind, and want to discuss... Also, all suggestions I'm making are not because I feel it would make the game better, but rather, it'd make it more... logical and less 'game-like'... [u]Definitions :[/u] [list] [*]vital energy : it is your essence, your power, your energy, your... health? [*]value points : this, I can't get. If it is some type of currency, why does it regenerate with time? my closes…
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Plants would be a second category of combat participants. Would not have any VE or do any actions in combat, but provide stronger and more varied auras. Would take up max 2 of 6 ritual slots. Would have their own page with list, images, PTC codes, etc. level upgrade requiring age/heat, not wins losses, but contribute to rituals gaining power through wins. Have their own series of tokens. We already have at least 2 plant-like creatures (tree and toxic), but we could potentially diversify the combat experience by adding another form. I could list further ideas, but I'd like to see what community thinks.
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Entire realm viscosity increase/decrease added once to each scene based on weather type. Maybe -10 for sunny, +10 for mild rain, +20 for heavy rain, +30 for storm, +40 for snow. Something like that? Maybe different alterations in different lands. Example: storm has different viscosity effect on GG than other lands.
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[color=#000000]What if we all run around, hide and play... Tag? Not normal tag though, like zombies. We'll have a feature on our names so we can see who is infected or not, and those that are infected and in the same scene as us need only to click a button at our names, similar to that of Torch Comps. It can be a one time event, or if we like it and have fun, we can play again. The "winner" will be the last survivor. Although, I think it would be nice if we even have it to where Necrovion starts it off by having our citizens go to Deathmarrow to turn into zombies, and anyone who wants to play simply goes to GoE. No alts though as that would ruin it. And you have to log on…
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The idea is that there is another challenge like that of the Loreroot Guards or the Shop Guards. Call it a dungeon... The entrance would be in the under ground, extending off of the Gazebo of Chaos. Maybe it could even be where Necrovion is if I have my ideas right about where the GoC is. What I would like to see is multiple NPC creatures similar to the Loreroot Guards that get progressively harder as you move through. Maybe 2 or 3 per scene and... 5 to 6 scenes. I think it would be awesome if, at first they are easier than the Loreroot Guards, but as you go down deeper, they eventually become more powerful then them.
- 10 replies
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I'd like to see a regenerating consumable revive item grown in the community garden. http://magicduel.invisionzone.com/topic/12511-revival-fruit/
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- 783 views
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[color=#0000cd]Split from [/color][url="http://magicduel.invisionzone.com/topic/12348-skill-damage-block/"][color=#0000cd]here[/color][/url][color=#0000cd] ~Burns[/color] no lone wolf... point is only elite will be able to win shield from skill dmg, meanin they will be able to keep up trainin ya are distributin shield in same manner as skill dmg, thats biggest problem (in addition to others i already said in previous post), it will all finish where on eon, or some other lucky winner who is also one of top fighters soz i dunt see point in that and no again, everybody can beat anybody is nut called spells, its called usin creats in smart way by anticipatin wut defend…
- 32 replies
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(Somehow related to [url="http://magicduel.invisionzone.com/topic/11883-spells-on-clickables/"]spells on clickables[/url], but much more accessible) How about the possibility to cast spells on the current location rather than a specific player? The spell would "hang in the air" in the scene and would be automatically released on the next person who walks in the location. A single wizard could cast several spells in a location, then all of them would be triggered off simultaneously whenever a character enters the scene, friend or foe (or the caster himself if he left and came back, forgetting about his own spells). If the spell allows for multiple targets, then it could …
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[b]Foreword[/b]: From what i understand of being dead, it dont seem much fun to be. I understand that one cant move from his corps. So i suggest still being in role playing to make it more fun. [b]Sugestion[/b]: That the one being dead, be a ghost with the ability to still move from his corps. Moving from his corps would be starting a counter For 1 hour free moving, and then teleport back to his corps, and then a cool down timer of 18 hours where he is prevented of moving. [b]Note[/b]: if the idea is taken, the moving time limit and the cooldown limit can be adjusted to what is tought of being best (my number being there only to illustrate the concept) [b]Note…
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Right now, if one wants to see the whole Battle Log till the moment, should either refresh the page, or first see the last active attack and then close it. Can there be something in between so we can choose what we want to see? This example just shows in general of what I was thinking: Inactive: [attachment=3908:Battle log inactive.jpg] Active: [attachment=3907:Battle log act-all.jpg]
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It would be useful to have separate buttons for operating your Erolin Device. Currently refreshing your heat total and storing heat in orbs is done the same way: Clicking the Device. This is a problem because when you want to store, say, 3000 heat and you have 2800 but you're not sure how much you have, you need to reload the whole page to see. There is some empty space below it, a button could be added to do either of these things, could it not?
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due to some discussions about other topic [url="http://magicduel.invisionzone.com/topic/12353-combat-system-redesign/"]Combat System Redesign[/url] it came to mine attention that if combat gets changed, initially md funds gonna drop, since hottest thing in md shop is stats, ya get both coins and stats yummy, and its obviously to most players only thing thats worth using shop reset for also shop is full with useless things that dunt help anybody (or almost anybody) anymore so we need shop offer reswamped as well, if combat gets changed how to change shop so ppl still have somethin thats worth spendin money for also in whole shop offer only thing thats useful for rp…
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Looking at BHCs, normally a reward is skilldamage for first place, which is alright and all, but not everyone wants to inflict harm on everyone they attack. Eon fairly won his ability to use Skill damage from a BHC and there is not much we can do against it, so why can't there be a switch between reward for skilldamage and skill damage block for First place? Or even the option to choose between the two. It'd give players a chance to at least counter Eon's reward for themself a bit by winning the same contest Eon has won. I for one would be more motivated to go for first if I knew it'd help me maintain more stats than get rid of other's stats. Sorry for horribly written,…
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I'd like to have a feature that allows us to put an order to the clickables in our 'Quest Clickables' tab, or at least pin a few of them to top. I don't know what order they are based on now, but it's incredibly annoying (at least to me) when i forget to update them and need to search for the few i need to reactivate in that long, long list. Alternatively, it'd be nice if they were ordered according to last update time, so the ones that you recently changed/updated show either at top or at bottom of the list. That might be an easier solution, since the last update date is stored somewhere anyway for that 2 weeks vanishing trick.
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