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  1. Some time later and this time only the 11th bird

    image.png.9d251d1d96f1526f6fe6fc532e7986a7.png

     

    On 1/22/2020 at 4:35 AM, Muratus del Mur said:

    You have some very valid points, i might change my mind about the change. However i would still like to fix the original issue that made me want this change, maybe you have ideas how to.

    The creature prices for old players are meaningless, this allows absurdly easy farming of crits. Filling your creature slots should be increasingly difficult, not easier. The advantage given by Wi and more creature slots should mean you can grow more crits, but not faster or at basically zero cost. 

    The way it is now, it takes away the challenge, and creates exponentially faster growing creature farms, so to speak. 

    Well, I would like to hear how others see this change now that this "update" is more then 2 years old.
    But what I would like to know is how any of you is handling this change and how is the creature farming comming up for you?

    ;)

     

     

  2.  

    8 hours ago, Jubaris said:

    So people can use the combat system, there are too few people around to prevent people that are naturally spending more time with each other to block them from training creatures/stats, and sharing combat knowledge. 

    I get you Juba, but what's the point ? Isn't the trend to limit one-sided activity ?
    I used to play MD just by gathering resources and trading and that is messed up now. The independent items are now considered as normal (Ann 5168)

    Also, growing creatures is being penalized, big time: Change regarding the creature recruiting cost.

    Why would fighting be allowed instead of limited ? :D

  3. The chat box looks and behaves weird to say the least. Comparing Chrome to Firefox:

     


     

    Spoiler

    This is how it looks in Firefox when opening the page:2021-08-25-Firefox-after-load.PNG.e18dac834883b02758b29675edd06fad.PNG

    This is how it looks in Firefox when witing in it :2021-08-25-Firefox-when-writing.PNG.835229796868ba5ebc20e46c0b4e8d46.PNG

    This is how it looks in Chrome when opening the page: 2021-08-25-Chrome-after-load.PNG.497c29397bb9bd523b78e8c006131c22.PNG

    This is how it looks when witing in Chrome in it 2021-08-25-Chrome-when-writing.PNG.6906fca621406a89ddf4b7fcbe7f681f.PNG


     

    It is ugly as s**t, here is a proposal:

    Instead of :

    <textarea rows="1" cols="30" autocomplete="off" name="msg" class="frm-input-msg" id="msg" style="width:82%; word-break: break-all; resize: none; overflow:" maxlength="200" placeholder="Type your spells or message here..." wrap="hard"></textarea>

    use this:

    <textarea oninput="this.style.height = '5px'; this.style.height=(this.scrollHeight + 2)+'px'" rows="4" cols="30" autocomplete="off" name="msg" class="frm-input-msg" id="msg" style="width: 82%; word-break: break-all; resize: none; overflow: hidden; height: 19px;" maxlength="200" placeholder="Type your spells or message here..." onload="this.style.height = '5px'; this.style.height=(this.scrollHeight)+'px'" wrap="hard"></textarea>


    And the outcome would be :


     

    Spoiler

    In Firefox with proposed code at load time (hopefully as it can't be 100% at load), already looking smoother:

    2021-08-25-Firefox-with_proposal_after-load_hopefully.PNG.ef3ded80e018a86341be4e8817836d3c.PNG

    In Chrome with proposed code at load time (hopefully as it can't be 100% at load), it looks identical:
    2021-08-25-Chrome-with_proposal_after-load_hopefully.PNG.f54a8e4db842eb40e4b06b9275d81516.PNG

    And when writing in it in Firefox :
    2021-08-25-Firefox-with_proposal_when-writing.PNG.51f75e6fdbf594a5aba2fea88427ca6d.PNG

    And in Chrome :
    2021-08-25-Chrome-with_proposal_when-writing.PNG.b1b092f42d44354857a9b5d2faff491e.PNG

     

    I hope you can test it in Safari as well, but at least it would improve on these 2 browsers

     

     

  4. On 1/22/2020 at 4:35 AM, Muratus del Mur said:

    You have some very valid points, i might change my mind about the change. However i would still like to fix the original issue that made me want this change, maybe you have ideas how to.

    The creature prices for old players are meaningless, this allows absurdly easy farming of crits. Filling your creature slots should be increasingly difficult, not easier. The advantage given by Wi and more creature slots should mean you can grow more crits, but not faster or at basically zero cost. 

    The way it is now, it takes away the challenge, and creates exponentially faster growing creature farms, so to speak. 

    Why would stat farming be a problem ?

    BTW, as this is a long forgotten topic, I can add some updates:
    for my 22nd bird, it only asks me for 900 AP

     

    image.png

  5. On 3/25/2021 at 8:16 PM, Chewett said:

    We had a discussion about whether independent tools should be excluded from the restriction. Some people favoured this however I will not be making this change until I (and those helping me) have reviewed and discussed the distribution of tools and resources.

    Sure, there should not be 2 common items of same time usable at the same time.
    As you may guess, I am on the side of excluding the independent tools from this restriction.
    Considering the independent tools in the same category with common tools with same restrictions feels like an insult.
    Having an independent tools is a priviledge earned (or probably payed). No matter how over powered the items are, you only show the disregard toward the effort to acquire these items and you give a bad vibe that everything gained or bought in this game can be changed/lost with little to no notice.
    Is this "bad vibes" that you want to advertise ?

  6. On 4/24/2019 at 7:36 PM, Vicious said:

    Training Dummy - Creates an unkillable monster (Empty Aramor type thing) with a low attack reset time (or none) to train rituals on. No losses or wins can come from it. 

    I like this one but with a twist: add a ritual from with my current list of rituals and ... it has a definable expiration time.

    So, when opened, you will be prompted to fight it (you attack). On fight end ... a message should be sent to both fighter & creator of dummy with result.

    :) this smells like a training manual & a new age in competitions

    ------------------------

    My proposal would be : a way to reset cool down for usable items (anything less then 1 day so  about all except recently used kill & revive items). Thus a cool down of just a few seconds.

  7. I wonder if the "outside" concept of alliance would bring something to MD.

    "Outside" concept being : anyone can pay smth to create an alliance then he and he alone can choose to invite ppl in it and to grant them some permissions inside its alliance. Also, only the leader can choose to disband his alliance and only he can abdicate.

    So? Would the loyalty system that we currently have in place with its instability and troubles and opportunities it brings is better then the stability and stagnation of the other system ? At times I do favor our loyalty system but MD does need some stability and certainty.

  8. On 3/25/2019 at 5:02 PM, jakubhi said:

    What about minor spells/abilities somehow connected to their jobs? For example, woodcutters would be able to add +1 resource regeneration for specific area. And that ability can be with some countdown, lets say one or two days. Or maybe experienced woodcutters can choose one adept in profession and this adept may have additional +0,01 points for every lumber/branch,... he cuts.  

    Also, you mentioned thing about "make someone work". Well, if it´s not slavery xD But we already have our monarchs, Queens and Kings. It would be interesting, if they put up some bounty/reward for your extra work for that particular land. 

    Indeed this sounds like slavery :)

    But tight to land instead or to an alliance, that would sound awesome. But even then ... we'd need to refine & (re)define some concepts related to land ruling and alliance ownership.

  9. @Chewett , as long as the current system with item creation is used (using entire stack instead of the required amount), the system will not be used to its max.

    It was understandable at beginning as @Muratus del Mur wanted to withdraw from market the huge amounts of resources available and that worked ... sort of. Now we need the rate of item creation (thus consumption) to increase and for this we need to allow smaller amounts to be transferred / converted.

    Also, to have an increase flow of resources, MD would benefit from some sort of Alliance stashes where and / alliance specific lands.

    There is no competition anymore, there is no purpose as what is new is either too expensive for some or too common for others. We need to bring ppl to work together and to give them some sort of benefit thus we should shift focus to benefits for groups (aka alliances).

  10. 21 hours ago, Jubaris said:

     

    Reduce requirements of consumables (like 1000 flowers for a wreath/reviving) to something like 100, but to counter this relative ease-over-time, introduce resource degradation, flowers disappear (or turn into inferior resource) after X days. That way we avoid the inflation and still encourage people to some effort. 

    Resource degradation on existing resources ... that is difficult. You will hit the existing stacks.

    Consider spells that would get forgotten from memory stones or gold would turn to silver then to simple stones. Whatever you do to existing resources you'd just raise more frustration on existing player pool.

    If you want resource degradation ... use it for the new resources.

    As for 100 flowers ... please, that's an insult. I could get that many in a single day.

  11. @Ledah: yeah, sure, I'd love to get some advantages.

    SoS did lots of gathering & depleting & trading and is still quite capable and still received nothing.

    SoS got involved in lots of things and still received nothing extra.

    What I mean is : why not make the advantages available for all based on activity? Just make use of those extra/non-combat skills of each player?

    Like :
    - herbalism - allow increase / decrease of max herbs in a location (including planting)

    - waterhandling - allow digging of a new water source / cleaning a water flow (increase the max amount) / clogging the water (decreasing / lowering max amount)

    - Dowsing - converting water source to mineral water (like from max 10 water to 1 mineral water)

    and the possibilities are endless.

     

    As for Archivists / Crafters / TK ... those should be more like tags with earned points (points like herbalism). The more you have ... the more you are trusted in your area and more you have access.

    Like : TK - a person gets some coins and a task to grant them to a certain person (the reward of a quest). When completed, he should receive a trust point . After a threshold, he should have access to rewards directly and assign them to other ppl for delivery ... and so on.

    That way, anyone can have multiple roles in MD and be good at all and we'll never run out of archivists / TKs / Crafters nor they will ever lose their badge when leaving (willful or not) their guild.

     

    As for current guilds... convert them to normal alliances.

     

     

  12. 8 hours ago, Mallos said:

    I'll just echo this statement, very few times have the tools been used to ban a player and I see only one location that is perhaps in need of a guardian, which is the candy boxes since there is so few of those to take.

    As guardian of said location ... there were few cases of repeated collection of 3 boxes, but after some discussion with involved parties, they agreed to take less (as in max 2 candy boxes). And even if there were cases when they slipped unnoticed there were many time when the tools remained untouched.

    With the above I support Mallos point of view : there is little to no need to use the tools.  All we (as MDers) need to know is that the tools are there and it is best to behave.

  13. Taming concept is an insult just by naming it ... "tame".

    The results of "tame" concept are based on loyalty and love (applicable to animal, mammal and even human).

    So, calling a creature "tame" is an insult. You'd better call it slave.

    On the other hand, if you call "tame" a wild animal who leaves near man then you are wrong. That is no "tame" is "broken", "beaten", "lost" or "caged".

    A being doesn't need to be insulted by being called "tamed" but it needs to be loved , it need loyalty and to be "cared for" ... aka it needs your attention.

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