Jump to content

No one

Member
  • Posts

    1,375
  • Joined

  • Last visited

  • Days Won

    60

Everything posted by No one

  1. An extra "feature" related to Viscosity that would really help with our land issues: One could use "heavy" travel by expending extra AP for extra traveling benefits - you can choose to travel (from options - and then notified somewhere in the navigation page) using 2-4-6-8 AP - using "heavy" traveling should bring you the same multiple of heat / volition and decrease of viscosity This will allow ppl to decrease viscosity across entire lands easier.
  2. Maybe MD should change its mind regarding the viscosity. I don't know yet what would solve this ... inactivity but I am working (thinking) on it. I don't know if lowering the viscosity is the solution nor that it is the problem. My mind keeps going to the idea that MD is too large for such a small amount of ppl and being too large , the viscosity climbs, the paths are "longer" and thus the "distance" between players is greater. For a while I fiddled with the idea of closing some areas or some lands but as agreed with dst I threw it as undesirable due to the history of each land and of the ppl of that land. So, my next idea is to add a little "magic" to the only thing left without magic in MagicDuel: to the land itself. The idea is not perfect, I know, but it is something that will hinder our MDL (MD lives) and will bring ppl closer thoghether. So, the idea is to shrink the land in its unused zones. Considering the land path like A-B-C-D-E and a side road B-F 1. land marks will be omitted (lets say A as land entrance and E as land capital) 2. if in a land we have adiacent zones with max viscosity (like B & C or C & D and so on) these pairs will become candidtates to shrinking. 3. taking each candidate pair, in random order, it will check each member (again in random order) to see if it can be "hidden" and still keep the rule 2 like: - taking B&C, if A's viscosity is at max, B is a "valid candidate" to be hidden, if D's viscosity is at max, then C is also a "valid candidate" to be hidden - then a (one) random candidate between B & C (or from the entire list of "valid candidates" in the land) from each land will be hidden. 4. by hiding, I mean that - instead of normal travel through these "hidden" locations, you will just jump over it (considering B and D are hidden, the land path will be A-C-E) - indeed, if not marked as land mark, by hiding crossroad, you will restrict the access to that path (see the B-F path) as the "next" location is to be chosen at random from the available travel choices. - indeed again, even land marks (as capitals & secondary exit locations) can be hidden. - each choice should be remembered until unhidden 5. of course, un-hiding locations can / should also occur. - these un-hiding conditions should also take into consideration pairs as in "the new pairs" like A-C & C-E - for each candidate pair, if the viscosity falls below 40 (as in 39 or less), then one random hidden location between them should unhide (like in a pair A-E, any of the B,C or D could un-hide). - also, if one edge of the pair gets to 0 (zero) then the hidden location NEXT to it should get unhidden 6. Other necessary rules - any one person with enough (to be defined) loyalty should be given the choice to walk all locations in a land - in a hidden location there is no chat - in a hidden location you cannot be use tools - in a hidden location, idling or going offline or going online without enough loyalty would move you along the hidden choices to the first location not hidden 7. timing the hiding / unhiding of locations - checking for valid candidates for hidding should occur every hour - only one hidding should occur per land - a hiding should not occur withing less then 8 hours away from the previous hiding / unhiding in the same land - unhiding a location should occur at moving as viscosity drops
  3. Finally I can celebrate that I passed over 4k on all herbs: 4244 Aromatic herbs 4158 Toxic plants 4148 Unidentified plants 4004 Tea leaves I know that it is going slow, but I am lazy and all have been gathered by me. Oh, and I have passed on dst so far (I don't think I have passed all but most of the amounts below): 3999 Water 4907 Flowers
  4. @EE: you don't need 15 casts All you need is to have a few ppl with just 4 casts each Or you can have, as I said above, different viscosity behavior. Anyway, current solution does solve noob's walking problem and it even helps those that don't need it. ;)
  5. @Sasha: which "player" ? each character is unique and you have to play it separately. If you choose to give money as one or another ... then you will receive the credit on only them. and that is fair. In change, Items can be transferred and you can do whatever you want with it and this is fair. Asking for others to adjust your history it is not fair. I don't think that either me (No one) or Everyone want special treatment but thank you for asking. Personal credits are there for personal gain only and for all MD due to server support. So nobody will deny you the right to use your credit as you see fit but you should not ask for more the you deserve. That is not cool. Transferring credits is forbidden and not possible for a long time (all cases are dealt with by the councils) as it can be abused in so many ways. Adding the things you said might be fair but only in some conditions and for only a few ppl and could add so many possibilities for abuses that it can be discarded from the beginning with : "NO, transfers of credit (of any kind) is not possible." My suggestion to you: if you want to use the credits on your alts then get all your alts to 200$ of spent credits and to have patience. By the way: it is not smth I would do as I only play on only 1 / one character and it alone deserve my credit.
  6. @Chewett: you say this as it is something surprisingly new and unheard of ? Don't ! Software will always be bugged and ppl that are "awake" will always find the bugs. It is just a force of habit.
  7. Before Chewett does that, maybe those interested in the numbers could use the "kick" link and the count will go back to normal .
  8. So, there are 3 things : - each 200$ spent grants you one gift / item - items will be UNTRANSFERABLE - granting the gifts will be done automatically in the future 1. I don't understand why the items should be "UNTRANSFERABLE". You earn an item you should be able to gift it to others. 2. abuses for this should be allowed in this case in limits as there are money earned by one person with hard work either by free credits (and 200$ will take a really really really long time) or by real money So, except the fact that we are indeed talking about possible abuses & alts, I don't see what't the problem . If you have invested in an alt, you will be able to collect the gift once it is done automatically. So, to all those that are in top : Thank you for your support and enjoy your items.
  9. I hate viscosity (and I always did) more then anyone else due to my activities. But having the viscosity concept removed for being difficult is indeed the easiest way to handle it and not the brightest. Lets see some arguments: - (V)iscosity was introduced to prevent ppl from traveling too fast (as the limitation of visiting all in one day is done by exploring points) - V. is more troubling to some then to others due to age, ap & unexplored paths So, I will have to add one more thing before going for a solution: the concept is "new" and "raw". Having the above additions ("new" and "raw") should trigger some thoughts : maybe they are not wrong but not configured. I know, I know Mya beat me to it : Thea idea is that when something "new" and "raw" is not working you don't discard it but you configure / tune it . My proposals for viscosity are : 1. have theresholds for viscosity based on age and MP level . I will write something below, the values can be debated but the idea is to give a starting point: - ANY MP less then 10 AD should stick to 1 AP / step within NML & 10 outside - ANY MP less then 30 AD should have 5 / 15 - old MP3 should remain to 10 / 25 - MP4 less then 100 AD should have 10 / 20 - old MP4 should remain to 20/30 - greater MP (MP5, MP6, MP7...) less then 100 AD should have 10/20 - greater MP (MP5, MP6, MP7...) less then 300 AD should have 20/30 - greater MP (MP5, MP6, MP7...) that are older can / should handle this 40 viscosity 2. Allow MP5 to use an option to use more AP / step Usually you spend 1 AP / step + traveling expenses. What if I could choose to spend 2 AP to double the effect of lowering the viscosity or 4 AP to make the effects 4 times ? with a maximum of spending 8 AP / 8 times the effect. I know, you will say that I could gain volition very fast. True but that is the purpose of this post. So, allowing to just one person to lower the viscosity could be kept in reasonable limits even in foreign lands (I will never say that ppl will do it all the time) . This would, for example, allow me to use 8x for LR to walk one way then 2-4h later to still able travel & search with reasonable viscosity. __ @Chewett: I don't know if your proposal is good or bad. I know that it is just another "new" and "raw" idea and your change seems greater then just viscosity tuning. Keep it in mind, maybe it can be added / tuned into the current version somehow. Have fun
  10. I think you can "cut" in half a cigarette even with a sledge hammer. Are you sure you don't want it standing (not attached / glued) and the cut to be so swift that it would leave the cigarette still standing afterwards ?
  11. Beating the LR guards on your own is the step that will guide you MD life. If you beat them on your own, you have good chances to become a stat addict (grinder) just because you now know how to do it. You will have chose the path of the winners. If you beat the LR guards based on "hints" (or more), you have very good chances to become an RPer. I think that most whiners chose this path. So, before any more "non so spoiling spoilers" are given to you, you have to choose: you want to be a winner or you want to blend in and complain on every thing ? And on topic: There is just one hint that can be given to you for these guards or any other fight from this point on: Good luck I hope to see you on my side.
  12. Still off-topic : gardening is like creating tea. I don't think they added the tool's "magic" of stats on it. Feel free to get your gardening stats to 100 so that you can share the information ;)
  13. All I know on the tool stats & resources is here . All that it is written there is from my own experience (observations) and having 2 gathering skills over 100 ... granted me the confidence in writing that. If the information is not correct in your case, please say so in that topic. We can all benefit from an accurate information. @Eagle Eye: I have also over 200 skill points in herbalism and there was no change in amount of resources gathered meaning that : I don't think it will increase the number of resources gathered even if I get to 1000 skill. ( ;) hmm, that is an interesting achievement )
  14. For posterity : Action code: gatheringtool#bucket;8;2;Water Dowsers The number are easy to understand when you get to 100 skill points, so: - you will get 0.08 stats for each tool use - you will get 2 resources when you get with your stats to 100 for that specific resource. We will call this : "Max Resouces Per Use" It is even more simple with this kind of definition : "gatheringtool#shovel;5;1;all" as it means that you will always get 1 resource, no matter how much skill you have. Now, the more complicated thing is if you have more then 2 for "Max Resouces Per Use" ? For example "gatheringtool#bucket;6;6;all" - for skills, it is easy, you get 0.06 skill / use - for number of resources gathered ... it you have over 100 skill, it is easy : you get maximum of 6 resource if they are available (if there are less at that location) So, having this tool ("gatheringtool#bucket;6;6;all") depending on the skill point you will get resources like this : - [0 ; 50) - 1 resource - [50 ; 62,5) - 2 resources - [62,5 ; 75) - 3 resources - [75 ; 87,5) - 4 resources - [87,5 ; 100) - 5 resources - 100 & more - 6 resources The formula intervals are easy to comprehend if you look notice that the interval is like this : 12,5 = 50 / (6-2), where 6 = maximum resources per use -2 because ... you get only 1 res if under 50 stats and you get max if over 100 and it remains with just 4 valid intervals between 50 and 100. So ... you can now do your own math if you have other numbers. Good luck & Happy harvesting PS: all of the above seems to have been a spoiler. Please read it carefully and the forget it. ;)
  15. (bump)
  16. I have about 1060 water (and growing). Is anyone interested ?
  17. Lashtal: please add the entire description of the item. That would help . Also, the 100 mark will not add extra resource.
  18. Could it be someone in mod preview ? or with some kind of limited access.? @dst: I did.
  19. [spoiler] [/spoiler] If you are not a LR ... then why are you supporting him to get into LR ? Anyway, I don't really want to know this. I am not as keen too RP as you might be and thus I see that Fang has only 3 thing constant in his char for display to public: - himself & his interest & his disregard to others' interest and point of view and good advices - his will to join a group : ANY alliance / land - his name Only 2 things are bad but all 3 will follow him in his MD life and there is nothing you can do to change those. He has tried and it has been given to him the benefit of the doubt a couple of times. But I guess that you too disregard the "good advices" as you didn't read about Fang as dst suggested. Take my post as the second advice to read Fang's past posts. There are things that you might learn for RL (yea for Real Life) use.
  20. Since you asked for a feedback 5. What is the fault of a stronger player for his stats ? Why do you want to penalize the players that enjoy attacking ? As you said : you just haven't really thought it through When you have an idea, please try to see it from all sides. 6. Exploring points ... I gave you my feedback on it long time in its own topic: it sucks. There is already such incentive , remember the skill damage you get for too many loses ? Maybe you would like that the limit to be set starting with 50 more loses over win ? Simple, it would allow ppl to lay idle to get farmed and lose nothing. You already have options to avoid loses and to avoid skill damage. Think of them and use them. Using attacks on rage will do you no good. In MD you have to think when engaging a battle or you have to already be strong enough. You also have to think when stepping out of the house while armed. If you don't want to get attacked, don't care any weapon / creature (there are other options too).
  21. You are funny. Why should you give tags to only your own land ? Who should give ME a tag ? I think I deserve quite a few just like so many others. So, why don't you organize yourself as a group (or "council" if you enjoy the term) and decide on whether one deserves the tag or not and not if it is under your authority or not. Also, maybe you can consider creating categories for tags & rules & boundaries for choosing a person fit for a tile / what should one do to deserve a title. Why don't you start with the current tags ?
  22. Sorry for being late. I have forgot about this topic :P As requested, the pictures are below and I would like a drachorn (a normal drachorn will be perfect for me).
  23. I know it is not extreme but ... I found it first :P
  24. That is not a good thing to do. - new players will attack at random without knowing of this "power" of theirs and will get discouraged even more - new players will get whacked so much more - new players will get capped faster - old players will enjoy the new infusion of players but not for a long time (as they might quit faster) - old players will not enjoy being attacked by fake new mp3s Just see why the MP2 was removed. That MP2 would / should solve many of the new MP3's questions.
  25. so, let me understand, if you go the shady / dark roads ... you should only be afraid of dst ? Aren't we all supposed to do the same thing dst does ? Or we should support those breaking the rules against dst ?
×
×
  • Create New...