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New Ideas

Things that you have in mind and might be usefull for this game.

Subforums

  1. 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
  1. Started by Assira the Black,

    We have skills for harvesting the 1st level resources... what about skills for the creation of 2nd level resources. For example: Alchemy skill for making the toxic extract or essential oils Carpentry for making the barriers and other wood based items. Enchantment for making the stone tablets Blacksmithing for smelting of mined ore Cooking for cake, tea, wine, or other food/drink related.

  2. Started by Assira the Black,

    Like with the skeleton, zombie, and other creature ideas...or even totem creatures. Instead of using them in battle, they are used similar to the plainsguard. They protect an area or perform some function... Like delevering a message in a quest. Though there would need to be some limit to locations they can be used and some limit as to how many could be actived at one time. Otherwises scenes would be come very cluttered. Or have these appear on a side bar if one were to look at affects/creatures in the area.

    • 1 reply
    • 904 views
  3. Some are fillable clickie ideas and others are cauldron ideas. How I define the words: Tonic- a drink that has some benefits beyond what is currently in the game. For example there is tea and alcohol. This would be a drink or possibly alcoholic drink that acts beyond the current ones. Toxins- a toxic substance that has a short term affect. Like weaken, or move lock. Poisons- toxic substance that has a Longer term affects and can lead to death Potions-magically enhanced drink Salves-herbal cream or wax based substance. Syrups-sugar based medicine herbal Oils- oil based medicine tinctures-alcohol based medicine Now …

  4. There seems to be a bit of a disconnect between weapon shop equipment and personal inventories. What I mean is that they hav similarities in concepts. There are combat type items or other wareable items in peoples inventory that are more md connected than some weapon shop items. Perhaps if when a medusa helment is worn it shows up in the wearable section on personal inventory chest. And if some one has a cloak in their personal inventory there is the option to wear it and having similar stats as to what is out there currently. With this there could be armor sets that are more alliance/group based. Like Necro Nomads cloaks or wooden armor for the w…

  5. Started by Kaya,

    An idea for a simple cauldron recipe using one of the new second level resources. If people are interested (and it's polished some more) I'll turn it into cauldron and ask for it to be put into the game. Warming Balm Description: A light yellowish balm that soothes the muscles. Gives a light burning sensation when applied directly to the skin. Effect: gives 1 AP and 400 Heat (30 uses, 300sec cool down) Cauldron: A stove/A pan Ingredients: 1 Essential Oils 1 Fat 1 Flower +Branches and heat to start the cauldron Recipe: This is a recipe for a simple balm to sooth your muscles. All you need are some essential oils, a t…

    • 0 replies
    • 900 views
  6. Started by DARK DEMON,

    I think the Death System needs a bit of polishing. Currently it is boring, purposeless and the opposite of an interesting mode people would like to see it as. No, it should not be fun, but it should have a clear purpose and greater meaning than being used as a punishment/amusement in regards to the killer. For most people, death in MD has no more meaning than a bit of extra time needed to be spent for the revival, which I think is sad because it has the potential to be much more than that. Anyone else thinks the same way? Please post your thoughts! Personally I've received a few suggestions: ~ possible movement via heat veins ~ different graveyards for…

  7. Started by Aniwaya,

    This is something that may not seem like a big deal to those who have been playing for years but I think it may be something that needs to change for those who are newer or very new ... When you look at the map, it tells you how many people are online, however that is very misleading as some of the "players" are not actually players at all ... for instance the other day I logged in and it said there were 134 players online.. It would be nice if the counter would differentiate between real people and the shades etc.... and my own pet peeve... it would be nice if the counter stated how many real players were actually online and how many were idle. I real…

  8. Started by DARK DEMON,

    I think its a joke to call it "land loyalty" anymore. I propose to either change that name or, if we want to keep it that way and fix the issue: A player loses 1 loyalty from each land every day, except the land he's a citizen of or the land he is located on. It makes sense to become less loyal if you don't visit a place for ages.

  9. Started by Kaya,

    In my opinion there are two major issues with land loyalty, both as it is now as well as how it used to be, namely that by only taking into account time it doesn't really mean much and that it is impossible for new players to catch up to old players due to the constant inflow of new loyalty without any outflow. Therefore I would like to propose the concept of land favors. The idea is quite simple, just like land loyalty citizens get one favor point a day, but unlike land loyalty they are expendable and can be traded. To prevent abuse I would suggest requiring players to have at least a minimum amount of favors before being able to give favors away (or if you prefer in…

  10. Started by Shemhazaj,

    Seeing that there are few different kinds of water as a resource in MD and assuming that they are to have different uses perhaps the device at War Hold could be adapted with ability to interact with different kinds of water? we have water - gathered from lakes, rivers - used in many activities (plant watering, tea brewing, some other recipes) rain water - gathered from rain - atm not very useful (perhaps could be used for watering plants as well? it's kinda silly it can't be used that way) mineral water - gathered from caves and mineral pools - (usefulness of it might be a completely different topic :P) perhaps we also might have sea water - gathered from sea …

  11. Started by Jester,

    This is my final suggestion for MD, and it is, of course, for Torch Contest. Instead of being dead, vanquished soldiers are "Fallen". They get a tag saying "Fallen of (land they fought for)" and cannot fight, move, cast spells or use items. Necrovion fallen would have the tag "Fallen of NV", Golemus would be "Fallen of GG", and so on. Each Land would have a Ruler Item that functions as a leash or the spell used to summon the warriors from that land, which is able to drag all of the Fallen of that land to the user's location. New resources would be created with each land having its own type. Names off the top of my head would be Necrovion Essence for Necrovion, Lorer…

  12. Started by Miq,

    Ave, So with all these new items the inventory gets crowded. I was thinking of two thing 1) make a strongbox item available in shop. So the box will have it's own inventory and we could but stuff there (invisible to other) 2) Make a new scene with a "bank" that offers boxes for rent. Functions the same way as the strongbox but require a rent and can't me taken with you. Miq

  13. Started by MaGoHi,

    I noticed that i've been missing something in MD that would in my opinon benefit the game. A Guard System. The reason i noticed it was because i wanted to prevent someone to get more losses and combine that with RP, if you want to RP to protect/guard someone (as in defend him/her from incoming attacks) it doesnt work. So i thought it would be nice to have some sort of Guard System, it could work like that: 1) Player A wants to guard/protect player B. 2) Player A clicks the protect option (this could be either like adding a friend or like choosing a protector with textfield). 3) Player B gets a notification to agree or decline the guarding offer. 4a) Player…

  14. Started by MRWander,

    The realm is mostly though and our actions I think the realm could refeclt this a bit if along with viscosity there was some sort of image filter that made the scene more foggy/run down with the less it's used.

  15. Started by Ungod,

    I don't know if there are plans regarding the equipment page, but it seems to me it is long since it has been a priority; I want to present an idea I had about making it unique to each player. [spoiler]Currently, there are a number of items that serve as equipment and that give certain bonuses; those certainly make one want to explore more of the realm, get enough VP to buy the items etc. But once you've done that, it's the end of that feature and I believe it hasn't been worked on because items in MD are/were custom and role-oriented. So, expanding the equipment page the way it was designed originally would go against what has been going on until now, so I propose …

  16. Started by dst,

    Shameless copy paste from another location so please bare with me and read the long post (filled with personal opinions as well): This concept is quite old in MD. The first “Slave auction” was in 2009. Purpose? Only plain and simple fun. In time this changed. Now the slave auction is a way for each player to get their hands on a quite nice usable item (the leash) as well as some money in the happiest of cases. Cause let’s be honest: this slave auctions are rigged. Rarely the masters pay the slaves (sometimes the slave pays the master so that player has coins to spare) It’s…a freebie event. So in the light of the above, I would CANCEL this event. But since leashes …

  17. For this month I've decided to participate in No one's event to deplete resources. Although I've seen that many people are against depletion, there is little they can do about it. Well a few ideas that I see could be implemented to counter depletion would be: A spell, (possibly buyable from wish shop or for MP6) that would temporary ban target from harvesting any resources for a set amount of time. The ban shouldn't be too long, say 8 mins similar to other spells or even 30 mins. This would be much more (directly) useful than what is currently available... teleporting people elsewhere, moving them away a scene, move lock. If it was a spell that could be purchased o…

  18. Started by Jubaris,

    In my head it would be called "Skooma" or "Moon-sugar" like in Elder Scrolls :)) Perhaps the item with this effect has already been brought up but... A consumable item that changes the "sign" of all of your stats for a good period of time (say several hours or days). Meaning, if you had 1500 attack, you would now have -1500. If you had -1500, you would now have 1500. It could make you addicted somehow if you keep using it as well, let's say get skilldamage if you don't use it again in X period... The periods would be such that you could gradually 'beat' the addiction by slowly taking it further and further away in time distance. But if you keep on recklessly …

  19. Started by dst,

    One of the major issues for me when it comes to making clicky quests is the fact that I need to code it. Yes, the documentation is useful but you either spend quite some time learning the language either you're by default a programmer and you already know how and what. For most it's hard to integrate the already existing pieces into one coherent and working block. So I was thinking that maybe we should have templates for quests where you only change the variables name, links to your own pics (if it's the case), player ids and so on. Basically you don't go through the hassle of re-thinking the whole process and you just...fill in the gaps. We can start with 1 or 2 …

  20. Started by Ary Endleg,

    Since nobody else started it.... Worthy stuff to take a look at: This looks interesting, but challenging to implement if all information is to be displayed, hence this idea would require modification if this is decided to be implemented. Currently it's just nice layout idea. http://magicduel.invisionzone.com/topic/11815-matrix-like-fight-logs/ This one actually is very old topic talking about how logs used to look like before they looked like they do today. This one is significant because in old logs there was displayed the number of actions performed in combat (actionnr:5). I deem it important that this information display be reimplemented. Oh and look there…

    • 3 replies
    • 1.1k views
  21. Started by Miq,

    Ave, Altho i'm making my own life harder i think there should be a cap on how much profile heat a player can lose in one battle. Simple reason being the fact that this forces the high VE players to still have some effort and sense of consequences. i'd venture 3M being the limit

  22. Started by Aeoshattr,

    Since I don't know where else this would fit better, I figured "New Ideas" is a good option. Please feel free to move it if it fits somewhere else better. In a nutshell, I wanted to suggest that functionless or purely experimental clickables, scene add-on art or simply scene titles could be hidden or removed. As examples: Scene description/title at Defensive Quarters exterior (stating it's a testing area and that weird notifications should be ignored); Chewett's clickable box thing at Marind's fishy fountain (Marind's Roundabout? Forgot the name of the scene); the dynamite at Fenth's Press; the weird rain collectors at War Hold. The list could go on and, if necess…

  23. Started by Dragual,

    Basically, the idea is that it would be nice if Quest Makers could set up a clickie which would trigger a spell if you did it in a certain way. Maybe if you make a mistake, a Lock in Agony Spell is used on you, setting you back in your adventure. So you could store Spell Stones in a Clickie somehow, and tell it when to use a cast from it.

    • 1 reply
    • 1k views
  24. In a nutshell, hopefully as clearly explained as possible: I like the new Role Tags interface (button from the dropdown panel on the right side). So I had an idea: How about the ability to assign a specific avatar to a role, visible only when that role is selected as main? It could cost 2 credits when you initially assign it (or when you want to replace it with a new one), but then it wouldn't eat up credits when swapping between roles (in other words, if I have 2 avatars connected to 2 roles, when I swap between the 2 roles, no credits are subtracted for changing the avatar. However, if I want to swap the 2 avatars for new ones, then that could cost credits). …

  25. Started by Muratus del Mur,

    as you can probably found out already, i want to grow some rocks... it will be a slow process i admin, but, i got time. In fact, i have unlimited time, but thats a tricky story. So... artworks are in progress, but, what should a pet rock do? I know what a wild rock does, but a tamed one? hmmmm....... Who has the most creative, cute/funny ideas about how to code my future pet rock herd, assuming i will get one (and i have high connections, i might) , will receive a tiny baby rock to raise for his own, when such a thing will be created. (long term, will take time to code it but more time to gather the rocks :P..plus i have a pending imaginary cow waiting as well…

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