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[spoiler] [/spoiler] Mainly to Seigheart & Fang: The "bug detection" are not all skill but also will. For example: 1. Fang said it blatantly, as he always does, that he "found it odd that i could still gain honor and loyalty" but he chose not to do anything because he "couldnt care less". (see my first quote above) So, all he does / did was play the innocent card . But you are not a kid anymore. You also had a number of notifications adn thus making you guilty for you "couldnt care less". 2. Keeping the voice low and hoping that nobody notices is not a good practice Seig. <<Report it to the Council. That is all you need to do dst. "Letting people know" and "Wanting to get something done about it" are not valid reasons to ostracize someone in the forum.>> The direct actions that you mention have been done before and to what result ? The result were you (seig) and Fang. I have no doubt that we have been reported before and the kind of actions that you were notified (whatever that were, not discussing them here) but there just one issue : NOBODY ELSE KNEW. So, now, dst chose, no doubt, this path due to the lack of result on her important job. If you read the first topic again, you will notice that it was not mean or ill intended (as we all know she can write) but just as a notification. And if you, Seig, say that making public a kind of abuse is "ostracizing" the person ... then you are sympathizing with the guilty due to same kind of actions. So, please, do restrain yourself on accusing unless you want to prove something. Most bugs were never notified on forum due to the gravity of the situation. This one instead needed to on forum due to its kind of abuse : "ignorance". 3. "Her actions dont affect me in any way." You Fang are an idiot, we all know it and we "love" you the way you are. Let me explain you why I tell you you are "an idiot". Dst's actions caused & FORCED dozens of bug fixes. Dst's actions caused features. Dst's actions cause the logs that you can all check. Dst's actions made MD safe for you , you idiot. So never again say that "Her actions dont affect me in any way". You play MD the way you do because of her and the ppl like her. 4. "Just give up. Relax. let the calm water take you away somewhere, anywhere, where only you can tread, and no one can hear DST scream." You are right ... in part. Just relax, ask for information and then admit or contradict. Ignoring feedback based on personal relationship makes you , anywhere in the world, a popular moron. You will be popular as long as the fuss is en vogue and until you fall all the way down. Fang, Seig, and all that took their side: take all the above as a friendly RL advice . You are no longer 3. You will no longer be ignored when you ignore rules. Use your common sense and admit when faced with proof. As we say : "Admitting a mistake is worth half of a punishment." Stay safe.
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Build your own Drachorn
No one replied to Muratus del Mur's topic in Contests, Quests and Adventures
This is mine. Thank you dst for the clay idea ;) -
Well, for composing items there are , as you Chew said, thousands of combinations. And I already made some in "Dream of an industry ..." Just check the below chapters Recipes with just resources Recipes with items Creatures at work Working places Time spent at work for creating stuff Team work for creation of items Work load And instead of simple individual "combiners" I will still support the "work place", meaning a clickie in a specific area that can have multiple functionality. Advantages are many for this kind of combiners: - there is no need for resetting items - there is no limit to the number of players that can access them - all, noobs & vets, can meet and work together in such places or teams could form for just specific recipes (just check the "team work" concept linked above) - there is already such a combiner in place (bushes), all you need to do is to add the time required to spend on location and working counts / day (check the workload linked above) - quests could be created based on completions / uses of working places - skills could be created and categorized based on working place - new item recipes can be added (and listed based on skills) just like adding menu items As I named the original thread, this would be the beginning of an industry or an illusion. ----------------------------------------- By creating individual combiners, you'll only limit the access to certain items. Sure, this can be on if the number of individual wanting them is small enough. But you want more ppl to want them. You want to make the items accessible and recipes desirable and at arms' reach. Individual combiners are ... old items for the reach, we need more, we need an industry.
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@Guillak : great recap , thank you. You should note that some AL are more then meets the eye. Take 2008-09-26 out of context and see what happened then (Page 265 - 270). Indeed, there are lots of stories within those stories & good memories. Thank you G.
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not wishing to be mean, but do you know where the battle log is ? Try to understand what it is written in there. Do remember that each creature has skills and abilities. Try to remember them so that planning a fight can be easier. Also, knowing what each creature does will allow you to understand the outcome of a battle without reading the logs and it can even help you predict the outcome of a fight when knowing the opponent's creatures.
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Thank you for the reply. On the other hand this is my personal opinion : I am against this kind of "discrimination". I guess that if those are the only ways, then some lands can be considered, at least at times, closed for new members.
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[spoiler] [/spoiler] it is really lots of sarcasm in this topic or is just me ? @Chewett: please point out a few examples. ________________________________________ I noticed that everything tends, to become a spoiler. Lets break this "becoming habit".
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So, considering that I have 200 Max Ap ... then, you mean that I could travel 100 locations, no matter the land or AP restrictions ? (Lets consider the GG gate that has a 400 AP requirement, I think, + viscosity) And currently I have max 20 Expl(oration points). So, explain how would Expl & AP would impact / change the movement in - a "foreign" place - a land I belong to (and I have high loyalty) - a gate (like GG's)
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Congratz Rik
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Fang, be careful. As much as I know Eon, even he has a limit. But I have no doubt that if he has a contract and you are in his way ... well ... he is good at removing the obstacles. _______________________________ Just let me know when you plan to start to prepare the popcorn ;)
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Thank you Zyrxae, I was wondering on how this works. If someone else can confirm your values, maybe we can add them to a wiki.
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Hi Kyphis, It seems that you like to write long posts but you don't read similarly long ones. I will simplify my post for you : 1. why do you want the change ? 2. I don't understand your proposal. For each feature proposal I try to answer those 2 things, if I cannot ... then I post my thoughts. So, please reply the 2 points above so that I can have a chance to change my mind. Otherwise, it will remain a stupid idea. Best regards, No one
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Darn, I have to write again in this topic even if I said I wouldn't. I must remember you 2 things : - you use expl for acquiring creatures; removing this limitation ... It would be interesting to see someone (or more) buying and saccing 100 creatures / hour or more - really early in game, (that can take months) one can visit most of the places available, then some land expansions happen (like labirinth & LotE) (yea, that was a bit of sarcasm here) Limiting the expl to questing ... would be a HUGE limitation to new players. Also, consider the HC/BHC/TC and all other quests. Consider that one quest requires you to go deep within Necro (like that is that far) but you don't have expl points. Quest failed. No new expl. points. Feature failed. And coming back to viscosity ... I wonder how many of the new ppl (under 1 year) visited Broken Pattern Gazebo ? And why so many ? (another small amount of sarcasm) ------------------------------------------------------ Just consider leaving the AP & expl points as they are. There is a lot of space available for new and (possible) exciting features. Why would you like to get stuck in conceptualize - thinking - rethinking - redesigning - modifying - fixing - fixing - adjusting - fixing -fixing - adjusting - new features - fixing - fixing - adjusting - fixing -fixing - adjusting - new features - fixing .... and so on ? Taking the coding time alone required for "just one small change" in this AP/expl versus the impact / valued added service ... this features should have been rejected in the first part of the "conceptualize" / "rethinking" part. ------------------------------------------------------ [spoiler] @ Mur : I am sorry that me being blatant or sticking to the point seems arrogant. I cannot force you to read nor I want you to agree with me. I enjoy small surprises every once in a while. [/spoiler] Yes, the viscosity may be considered as a concept for some type games and even MD. But taken into a wider context, "viscosity" and now "volition" are just features and limitations for AP concept / feature. Something that can be considered as Viscosity is "time" and "expl". So, all I can see is that this Viscosity thing is just another limitation. I am not asking for a reply but think a bit of the AP and the flow I described above and the amount of time spent on it. __________________________________________ I know that I am kind of a freak but I am not alone nor do I care. I don't care what it meant ... all these concepts, even if they are placed under the "spoiler" tags and never documented, I enjoy the game for being able to work with the system, around the system and against the system sometimes. (system as in game mechanics) You can add whatever you want in game, I (and probably others) will not care what that it means / is named but just to work with it. You can ignore me as long as you please, as long as in the long run I am right, we all lose. I just happen to know it before you do.
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I must appologize to Fyrd. : I am sorry. This topic is opened from 11 July 2011 when there was not "volition" planned.
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What Fyrd means is : show me where to grind my ... "volition" as I am lazy. It should be as easy as applying the new "technology" of new clickables (areas covered by a location) and then setting the "alfa" for that area depending on the viscosity. Also, this is a stupid idea because it will only show it in the current map. While you are in MB you will never see what's in LotE or MDA, UG, labyrinth. So .. from my point of view : nice but pointless. ----------------------------------------- I guess that this feature has a secret agenda to bring color into MD :)
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I don't want to be involved in this topic any further then this post. I just wanted to point out that there are enough suggestions to pick one. And my suggestion is like this : http://magicduel.invisionzone.com/topic/13731-hc-crisis/page-2#entry132645
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I vote NO for the change. (or as you might say : I vote 100% positively absolutely against this change) ----------------------------------------- The fair question for the one that raised this problem would be : Do you know where you use "expl"/exploring points ? In the end, leave the viscosity as it is. It is / was a crappy feature invented to keep ppl together and not to travel too far too fast. Now, as it is working so damn well, but to keep ppl too far apart, you are not happy with it and you want to allow ppl to walk faster ? Or worst, because it is not buggy anymore / it is stable you want it replaced. And on top of it you want involve other stats, great. It is a real joy to see these new features. And almost like a joke: - why don't you use the attack stat value when "fighting" to advance ? - or why don't you use "energetic immunity" The "energetic immunity" is already used, somehow, on travel to grant/lose heat & ve . ----------------------------------------- And now on the other tone: I don't understand. So you want to rename the AP to EXP ? But ... exp (experience) was renamed to "heat". Are you sure you want it named like that ? Or you want it to be "exploring points" ? And if so, i come to the first question : "Do you know where you use "expl"/exploring points ?" Forget about tools/items/spells, just explain what do you want this thing to look like / to do. ----------------------------------------- So far, I vote NO for the change.
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1. resources add up and cannot be split, you'll have to know this when you split the rewards 2. 1st-2nd place should be "the closest" to that number. Otherwise you can rename this to "lottery" / "bingo" as there will be very little chances to get within the ±4 interval
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Thank you. I'll be waiting another 2 months. In the mean time can you explain why you consider the information about items as a spoiler ?
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[spoiler] [/spoiler] Thank you Chewett for sharing this vital information. So ppl, never ask about what stats are used for because it is a spoiler. But I will share this spoiler with the rest : I said that the "Large water buckets" are bugged. I have reported it 2 times (directly). His answer was like : "i don't know how they should work", "ask mur". So Chewett, you practically encourage us to use whatever we find in the game, bugs , workarounds , whatever and to use the as we see fit as all is ok ? Thank you.
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Now that you made me check it , i tried something else: an online action script extractor. 1. we see from UI that the "alfa" is working (dead creatures is shown properly) var integrity = vitality * 100 / vitalityMax; var integrityTxt = Math.floor(integrity) + "%"; var vitalityplus = 0; if(Math.floor(integrity) < 50) { mcLoader3.loadClip("../img/skin/" + siteskin + "/ico_death.png", "death"); _root.death._alpha = 100 - Math.min(100, Math.floor(integrity)); } else { _root.death._alpha = 0; } See that "vitality" and "vitalityMax" are used with no "_root." and as this works, I consider this as valid accessing. Also, as it works, i consider this valid : "_root.death._alpha =" 2. vitality is not shown properly, nor computed properly , so where it makes the percentage ("integrity") it is not correct if(_root.vitalityplus > 0 && _root.vitality < _root.vitalityMax) { vittx = "grow"; _root.vitality = _root.vitality + 1; _root.vitalityplus = _root.vitalityplus - 1; _root.integrity = _root.vitality * 100 / _root.vitalityMax; _root.integrityTxt = Math.floor(_root.integrity) + "%"; _root.mcloader._alpha = Math.min(100, Math.max(Math.round(_root.integrity), 10)); _root.death._alpha = 100 - Math.min(100, Math.floor(_root.integrity)); _root.reloadbut._alpha = 100 - Math.min(100, Math.floor(_root.integrity)); } else { _root.reloadbut._alpha = 100 - Math.min(100, Math.floor(_root.integrity)); vittx = "p:" + _root.vitalityplus + " v:" + _root.vitality + " vm:" + _root.vitalityMax + "stay"; } So, my bet is that you need to "initialize" the "_root." object like _root.vitality = vitality; _root.vitalityplus = vitalityplus; ... so that the rest of the code to remain unchanged. [spoiler] this is the extracted code that I based my "advanced" research on : // _root, frame 1 var mcLoader1 = new MovieClipLoader(); var mcLoader2 = new MovieClipLoader(); var mcLoader3 = new MovieClipLoader(); var mcLoader4 = new MovieClipLoader(); var mcLoader5 = new MovieClipLoader(); mcLoader1.loadClip("../artworks/creature_" + _root.crrnd + ".png", "mcloader"); if(upgrade && !(upgrade == undefined)) { mcLoader2.loadClip("../img/skin/" + siteskin + "/cri_ico_upgr" + upgrade + ".png", "upgrade"); } if(collect && !(collect == undefined)) { mcLoader5.loadClip("../img/skin/" + siteskin + "/cri_ico_collect.png", "collect"); } if( typeof tkn == "string" && !(tkn == undefined)) { mcLoader4.loadClip("../img/interface/tkens.swf", "tokens"); } debug.text = siteskin + "#" + upgrade; var integrity = vitality * 100 / vitalityMax; var integrityTxt = Math.floor(integrity) + "%"; var vitalityplus = 0; if(Math.floor(integrity) < 50) { mcLoader3.loadClip("../img/skin/" + siteskin + "/ico_death.png", "death"); _root.death._alpha = 100 - Math.min(100, Math.floor(integrity)); } else { _root.death._alpha = 0; } _root.tokens._alpha = Math.min(100, Math.max(Math.round(integrity), 10)); _root.mcloader._alpha = Math.min(100, Math.max(Math.round(integrity), 10)); // symbol11, frame 1 if(_root.vitalityplus > 0 && _root.vitality < _root.vitalityMax) { vittx = "grow"; _root.vitality = _root.vitality + 1; _root.vitalityplus = _root.vitalityplus - 1; _root.integrity = _root.vitality * 100 / _root.vitalityMax; _root.integrityTxt = Math.floor(_root.integrity) + "%"; _root.mcloader._alpha = Math.min(100, Math.max(Math.round(_root.integrity), 10)); _root.death._alpha = 100 - Math.min(100, Math.floor(_root.integrity)); _root.reloadbut._alpha = 100 - Math.min(100, Math.floor(_root.integrity)); } else { _root.reloadbut._alpha = 100 - Math.min(100, Math.floor(_root.integrity)); vittx = "p:" + _root.vitalityplus + " v:" + _root.vitality + " vm:" + _root.vitalityMax + "stay"; } // _root, frame 3 stop(); // _root, frame 7 myVars = new LoadVars(); myVars.load("../ui/creatures/do_loadvit.php?max=" + _root.vitalityMax + "&id=" + id); myVars.onLoad = function(success) { if(success) { _root.varsloaded = myVars.varsloaded; _root.vitalityplus = myVars.vitalityplus; _root.debug = myVars.debug; gotoAndPlay("energyplus"); play(); } }; stop(); // _root, frame 10 stop(); // symbol16, frame 193 _root.gotoAndPlay("standby"); [/spoiler] ------------------------------------------ But hey, this is from one who didn't touched action script since 2001. Probably my 15 minute of "advanced" checks are wrong.
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I am basing my assumption on a basic mistake that most are to ashamed to mention it. When using an exact list of parameters it is sometimes easier to use the parameters with the order number in the list instead of the name of the parameter. This is perfectly ok & safe until first change : - add a new parameter in the middle of the list - skip parameters that are empty and so on. In the case you mentioned Mur, it is also worth checking if during the recompilation it change the reference between name and id (I've seen this when I did an "de-compile" ). -------------------------------------------- Also, I forgot to mention something that i've seen when I first noticed the issue: - weird: there is just one creature in my inventory that shows the correct ve/vemax: a plain colorless "Master of puppets". - I have a creature with vitality=4550, vitalityMax=1750 and it displays 2% instead of 260%. So i guess that it truncates / divide by 100 the value - most creatures have ve/vemax made up from a series from the default value "123" ??? weird -------------------------------------------- This is epic: Thank you, it made my day.
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What I said was just an assumption.True, the tone is wrong and for that I apologize. But instead of questioning me you could have tried it and told us if it works or not. We can continue aberrating on the given theme but I don't enjoy it so I will say only this: - when given an alternate solution, listen to it and / or try it , as stupid as it may seem or just ignore it - I've seen worst mistakes by better qualified ppl - it took me 3 minutes to come up with that idea (since I've noticed the bug) and you took 18 days not to fix it & another 3-5 minutes to contradict me I am not wasting my time or your time arguing on this or other things with you. When I say something I stay to the point and try to be precise for saving your time. The feedback that I was (/am always) waiting on my comment was "it doesn't work" or "it works". In other words, I will continue to ignore this topic as I did for the past 18 days. Please continue doing what you want. _________________________ By the way I am very biased on this matter as my list works perfectly. Sorry.
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confirmed The link contains the correct values. If nothing was changed, it just the swf file that needs to be recompiled .. i guess. ------- EDIT : THIS IS A STUPID coding ERROR. old working link : crholder=1&siteskin=default&crname=Aramor+Assassin&creature=3&level=3&vitality=634&vitalityMax=1000&id=86798&upgrade=3 new not working link : crholder=2&crrnd=1935244391385ee4&siteskin=default&crname=Master+Lorerootian+A&creature=12&level=4&vitality=2300&vitalityMax=2300&id=64336&upgrade=3&collect= Just move the "crrnd=.." at the end. It should work.
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@Chewett: I'd like more comments on the numbers. It is easy when it is "2;2", but what about the other : "2;3", "8;2", "1;1", "4;2" I encountered a case where at 66 skill I could grab 2 water and at 77(or something) i could get 3 water. How it is computed this amount of resources gathered versus the amount of skills ? Are there any special thresholds ? (like 100skill points) and what are they supposed to do ?