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  1. Haha
    No one got a reaction from Jubaris in Attacking players from the same Alliance   
    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 ?
  2. Upvote
    No one reacted to Ledah in Attacking players from the same Alliance   
    True, instead of a rule I believe anyone who attacks their own ally member should be summarily executed and have their account reset... as a consequence.
  3. Upvote
    No one reacted to Miq in Attacking players from the same Alliance   
    I see no reason for allowing it. If one wants to grind there are means. But not having combat between alliance members is kind of a symbolic thing, something gained something lost.
  4. Like
    No one got a reaction from Poppi Chullo in Attacking players from the same Alliance   
    Yes, it was
    It was concluded that it is an acceptable limitation for alliances.
    On another note/rant: why bother with fights ?
  5. Upvote
    No one reacted to Ungod in fat reply - Change regarding the creature recruiting cost   
    The way it (still) is, the player had to do some efforts to get to some bare minimum values in order to progress. With percentage costs, that effort disappears, so keeping a fixed value apart from percentage would be a way to maintain it - if we consider this approach for new players useful.
    'Farming' would be a bit harder with percentage values instead of fixed ones, but vitality is not that hard to regenerate. The (ex) value points were always the problem, though. You could get to -1mil VP from a fight with someone and it would take weeks to get it back to 0. If we had some way to regenerate WI easier, the percentage wouldn't bother us much. Then again, how do you increase world inertia?
  6. Upvote
    No one reacted to Syrian in fat reply - Change regarding the creature recruiting cost   
    i think a % can work if you making it a scaling percentage. so as you increase your max WI you can recruit a higher number of creatures. maybe that 30% would go down to 25, then 20, then 15, then 10, so it still rewards stat progression.
    if you have millions of WI to start with, making it a flat 30% is just going to feel punishing for having put in all that effort to get there and remove all sense of acheivement for putting in the grind. if it's 30% plus a flat number, then you can only ever recruit 3 creatures , however, if you have mililons of WI, it's going to take you MUCH longer to regenerate that 30% to be able to recruit another, than say a newbie with barely any. the solution to that would be to make WI regerenate as a % , but then again, then tha tjust removes the point of farming WI to begin with, and it might as well be the same fixed value for everyone
  7. Upvote
    No one reacted to Shemhazaj in fat reply - Change regarding the creature recruiting cost   
    if you can actually make it relatively easy to achieve for those who have high Wi I think it's a good idea,
    but at this form, in my case 1000Wi+30% would make more or less 140k.
    It'd require more than just walking to gain it back, especially with so few people training in a manner that'd give high Wi.
    Plus it'd be especially hurtful if one realised that all shop credits spent on items that increase Wi were actually buying a disadvantage
  8. Like
    No one reacted to Syrian in fat reply - Change regarding the creature recruiting cost   
    i think the problem with this is that it removes the idea of progression, and actually makes having low Wi much better. if it's going to for eg, cost 10% to get an aramor, theres no sense of it becoming an easier process as you get stronger.
     
    but let's also say that some creatures use more Wi than you have currently. there are two options: 1 make it a % over 100, so for eg, 150%. or cap it at 100%
    the first option would mean that having LOW wi would be more beneficial, because you need to gain less to reacgh 150% , 10,000 > 15,000 means only needing 5k instead of 100,000 > 150,000  needing 50000. this would mean as you get "stronger" and should have an easier time in the world, you actually have a *harder* time
     
    if we go with the second option, that would mean that theres no sense of progression and working towards those goals, there would be no reason to fight or train to reach the things beyond you, because everything is attainable with the default amount
  9. Upvote
    No one got a reaction from Ungod in Improvised REAL Rain Collector   
    If you accept real rainwater collectors, then I could show some pics (when I come back from holiday) with what I've build with my father this spring. But then the item would be to big for just one person.
     
    Maybe we, as alliance or land, could build contraptions (with available resources) to collect water for specific purposes like
     - collecting water with water tools
     - water the herbs - regenerate herbs at every rain (extra regen from time to time)
     - build water dam / swamp - to prevent others from moving from a certain location for about 1-2 hours after each rain no matter what loyalty you might have.
     
    Also, these contraptions would require some repairing every week like 5-10% or the resources used for build depending on the amount. And it would not degrade more then 50%.
     
    _______________________________
    Anyway, I will not be able to post pics within the next 2-3 weeks.
  10. Upvote
    No one reacted to Demonic God in Guilds - A Discussion   
    Just a few two cents but, as of now, resources is a mess most without any practical application, and guilds do not have any significant impact whatsoever. It'd be great for the guilds to have some impact, such as the ability to maintain and provide better tools, and a way to protect the resources. The fact that resources are scattered throughout the lands, naught of caretakers, and there's almost nothing someone could do to fix resource regeneration nor punish those who crippled the environment.

    At the same time, the types of resources are too vastly different, yet governed under the same engine, essentially making them re-skin and re-name from one another (minerals regeneration? a lake having... 20 buckets of water in it?)
    A quick fix won't last forever, and a full fix requires re-thinking on how resources should be implemented from the ground up, in my honest opinion. It seems that it's all tossed up together with no sense of direction of how they'd impact gameplay. Hard to play make-believe with things that have no intrinsic values, which can't even be split and used for proper trading.
  11. Upvote
    No one reacted to Vicious in What repeatedly consumable items would you use?   
    Sculpting Tools - Allows you to create figurines out of wood or other materials for players (Alternatively, Tiny Men or Aramors). (Could be used with Pure Gold, Iron Ingots, Crystals, Gems, Cut Diamond etc.)  (Could allow for long-range spellcasting on a target, but have it be used up? Different materials could have multiple uses?) Requires materials and perhaps some heat.
    I second Ailith, an item that creates a jumplink would be great for when the celebration is over and the meeting casts run out. I was under the assumption that some scenes were already protected from jumping?
    Feathery Quill - Allows you to write on paper to create notes that you can pass around, or potentially even write on books with multiple pages as a physical item.
    Sun Orb - Turns the scene from Night into Day for a short time.
    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.
    Sketching Pencil - Used with paper, allows the user to capture a player's avatar or a scene in their inventory. This can be viewed at any time. Requires heat.
    Incense Holder - Allows the user to burn herbs using heat, providing various effects, more random for unidentified herbs.
    Fungal Transposer - Converts 10 flowers into an edible mushroom which gives a small boost or restores missing vitality/AP/EP.
    Fungal Transposer - Converts 10 flowers into an edible mushroom which makes the user hallucinate. (Could be used for fun stuff like the Nightshade or to see things like the carnival or defeated monsters again?)
    Cold Mold - Coverts water into Ice, which reduces personal heat or the heat of a creature.
    Dueling Sword - Allows you to duel with another, rock paper scissors style. Players pick the consequences of losing out of 3 options, and the number of rounds up to ten. Both must agree to duel.
    Erolin Shard - Sacrifices VP and fills with heat, which can be transferred to items, but not yourself.
    Cleansing Brew - New tea recipe or something, cures debilitating effects. Uses minerals or crystals, water and heat.
    Flower Identifier - Converts the Flowers resource into a type of flower, or turns multiple into a bouquet of flowers.
    Treasure Hunt Shovel - Allows you to bury items and dig for them.
    Warm Cloak - Prevents Erolin loss.
    Viscosity Torch - Channelling Erolin heat reduces the room's viscosity over time. Each regeneration has an impact.
    Viscous Oil - Increases Viscosity in an area. Made from a mixture of herbs.
    Heat Pebble - Reheats cold tea for more heat.
     
    I have many more, though don't wish to take up the whole thread.
     
    Edit: A particularly evil idea came to me once I'd finished and posted this...
     
    Frying Pan - Converts baby creatures into yummy meals. Eggs become omelettes. Elemental eggs become elemental omelettes. Young Knators become Fried Knator Steak, and you can get some Grasan Rump too if you want. Requires heat, maybe some oil too.       Just an idea  
  12. Upvote
    No one reacted to Ungod in What repeatedly consumable items would you use?   
    corn syrup - increase briskness by 70 for 10 minutes
    drain tool - decrease viscosity in a scene by a value equal to that of three players' decrease
  13. Upvote
    No one reacted to Syrian in What repeatedly consumable items would you use?   
    i wouldnt mind a way to bottle VE/VP, not for me to use as such but as a way for me to use my VE/VP in a way that would allow me to store and share it
  14. Upvote
    No one reacted to Sunfire in Equilibrium tourney IV   
    Another year, another tournament.
    Do you think you have what it takes to be a champion fighter?
    Then join the fight now and show us what you got.
    The rules:
    - Statless, tokenless, comboless, magicless, knockout tourney (offensive and defensive win)
    - Allowed creatures: Recruitables (NML, MB, NC, LR) + Imps, Pimps,  Sharpshooters, Soulweavers, jokers, Blood pacts and anniversary creatures.
    - Max 2 freeze auras per ritual
    - Only mind power 5 this time.
    (if people of lower mindpowers want me to hold a tournament you can contact me and if we find enough members ill hold one for you guys too)
    The rewards:
    TBA
    Applying
    post your name below (application ends on 13/04/2019 23:59:59 ST)
    Contestants
    Fang archbane, Ledah, Lintara, Chewett, Sunfire
  15. Like
    No one got a reaction from Mallos in Guilds - A Discussion   
    @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.
     
     
  16. Upvote
    No one got a reaction from Ivorak in The Economy - Resources   
    @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).
  17. Upvote
    No one got a reaction from MaGoHi in The Economy - Resources   
    @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).
  18. Upvote
    No one reacted to MaGoHi in The Economy - Resources   
    After reading this topic and   Job titles I once again reach the conclusion that the current stack system needs to be altered, especially with the planned Job/title system, now i fully understand that thats unwanted by many, but i think to improve the apparently intended/wanted trading of ressources between people with jobs and their guilds, the stack system needs some sort of rework, here again (think i saw these ideas somewhere on the forum) some ideas below.
    1. Some sort of Tradepost/Shop that would allow you to go there and trade x amount of X and y amount of Y with each other
    to avoid abuse, offers could only be active for 5-10 min so nobody could place their stack there and missuse it as some sort of bank to collect smaller amounts meanwhile make offers non retractable, so people would think twice before placing one 2. Adjust the Stack system to a "stack of stacks" system, similar to how bushies work atm ( i think they still work that way), where the top of the stacks has 1 to 3 bushies, before reaching the next stack instance, this could be for example a random amount between 1 and 25, that would even add some weird unlogical system MD likes to have so much, so you never know how much you will actually trade xD
    3. (yeah you guessed it) get rid of the stack system completely
     
     
    In any case i think that to "save" or maybe rather start the economy we need to make trade more attractive and no matter how i look at the stack system, it IS outdated or at least not suitable in the way it exists to support an economy in the way it is planned/wanted
  19. Upvote
    No one reacted to Ledah in Guilds - A Discussion   
    I agree that ideally, even though it may be painful, make a break with the past and give special advantages through hard work/dedication/grinding however you want to name it. Let people who are dedicated enough to gather flowers and make wreaths CT's if they wish, let Dowser's dowse, let people who have shown themselves honest enough to distribute things be TK's, despite the current alliance structures. I would support it for CT, may incentivise some people to help others revive.
  20. Upvote
    No one reacted to Chewett in Resources not regenerated today   
    That script was super old and not properly using the old DB layer (let alone trying to use the new one).
    Its fixed up now and I will review all the crons now.
    Many thanks No one!
  21. Upvote
    No one reacted to Assira the Black in Replenish the herbs (Permanent Quest) 1WP for doing   
    A few weeks ago















  22. Upvote
    No one reacted to Ailith in How do you see taming?   
    I agree with No one, that taming can have a negative, almost condescending connotation.
    What about Symbiosis as a name?
    The creatures are made from us or someone else, so they can be both internal and external. While they are with us they both give and take from us. As Lintara states, some give us external items, and as Azull told me last night some consume external items. 
    From what I understand so far, they seem to be able to be either a part of us or separate, but either way we exist together. Some creatures may even be kept for sentimental reasons (I am never letting go of my first creature, my aramor, because they represent my first days here), but sentiment does not always have to be attributed. The concept might be able to include all forms of transactional relationship.
    In terms of symbiosis, it seems like our relationship with the creatures could fit into any of the three types, depending on the type of creature and what how we interact with it. 
    I thought for an icon a warped "recycling" icon as the relationship never seems to end fully:

  23. Upvote
    No one reacted to dst in Complaint on "One Man, Many voices" AL   
    Cause it makes as much sense as the non-sense in the AL. 
    Actually I wrote the above just for the pun. I would ALWAYS choose an AL with events like the ones No one described to the usual boring mambo-jumbo that is currently the adventure log.  
    AL was fun in the beginning but the moment it fell into the wrong hands, everything took a turn for boredom and for a way players would use to boost (or sooth) their ego. Or to abuse it. The Al. Not the ego ????. 
    And in the end, it would have been fine. I care about it as much as I care about the influence of the moonlight on rubber slippers. But the actual gameplay was influenced. That would have been fine also. But then nothing happened! And I mean not a single thing. Moreovet when No one decided he had enough and complained, you all jumped like hens at a pile of buggers (literal translation from the RO “ a sarit ca gaina la muci” - pardon my language ????) accusing him of not understanding the greater plan the illuminated minds of MD have set in place. You tried to act superior and knowledgeable when the actual truth is that you don’t know even what the cat is burrying (another literal translation - yes, sue me ????).
    When I saw the reaction then I was left with only one thing to do: troll you good. Which I did. And you didn’t even see it, being blinded by your inflated ego ????. And now I must exit the subway so have fun!
  24. Upvote
    No one got a reaction from dst in Complaint on "One Man, Many voices" AL   
    That is simple ;
    1. get some strong men ON horses
    2. pull the old man into pieces
    3. stuff its pieces into altars
    4. eat a cake while waiting to see if anyone recognizes the corpse as being Rophs

     
  25. Like
    No one got a reaction from Ungod in Complaint on "One Man, Many voices" AL   
    That is simple ;
    1. get some strong men ON horses
    2. pull the old man into pieces
    3. stuff its pieces into altars
    4. eat a cake while waiting to see if anyone recognizes the corpse as being Rophs

     
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